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 EQ2 UltraBot 3.x Hunter, Buff and Harvest bot, Discussion : EverQuest 2 Nerfed Info - Page 10
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Posted: May 20th, 2006, 10:57 am
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rxspace
rxspace's Reps:
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i have got mine working some what the problme i have is that i set the the way point and all it wants to do is run to the way points and then back
to the other way point maybe i am not setting the way point right once it might fight if attack or gather but most of the time it wants to climb walls and try to climb the mountain
here is my .ini file please look at it ALSO It dont want to loot the mouse move around but it dont pick up
thanks
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Last edited by Guest on May 21st, 2006, 6:25 pm, edited 1 time in total.
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Posted: May 20th, 2006, 5:45 pm
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slam666
Total Posts: 1184
Location: Quebec, Canada
Joined: April 21st, 2005, 7:30 am
slam666's Reps: 1
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rxspace (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): i have got mine working some what the problme i have is that i set the the way point and all it wants to do is run to the way points and then back to the other way point maybe i am not setting the way point right once it might fight if attack or gather but most of the time it wants to climb walls and try to climb the mountain here is my .ini file please look at it ALSO It dont want to loot the mouse move around but it dont pick up thanks ; For Function keys, use F1-F12 and it IS case sensative ; Other Special Keys (Must match the spelling and case exactly) ; BACKSPACE, SPACE, PGUP, PGDOWN, END, HOME, LEFTARROW, RIGHTARROW, DOWNARROW, UPARROW, ; INSERT, DEL, NUMLOCK, SCROLL, LBUTTON, RBUTTON, MBUTTON, PAUSE, PRINT, MULTIPLY, ADD, SUBTRACT, TAB ; For Spells on quick bars, 0-9 and -, = are fully supported ; Any items you don't set, use ~ as the value
; Make sure ESCAPE is set as default for the follow setup (this is std game setup, but just in case you changed it) ; Options/Controls/Targeting Keys/Deselect ; Options/Controls/Window Keys/Close Top Window
[Version] INIVersion=3.1
; TestMode to help debug various issues ; 0 - OFF - Normal mode to run the script in ; 1 - Test new QuickBar logic using SHIFT-# by going through each bar 1 second pause ; 2 - Turn Testing ; 3 - Run Speed LPS testing ; 4 - Run Loc Points Testing ; 5 - LoadLootList() Testing ; 6 - Turn Timing testing ; 7 - Turn() function testing - tests 1 to 180 deg increments ; 8 - Test new RunToLoc() functionality tracking a spawnID ; 9 - Test Mob Difficulty - have to use F12 to break out of this one ; 10 - Use this mode to find the distance of mobs for you pull spells ; 11 - Use this to automatically set your INI turn factors at the end of this INI if you are not turning right ; 12 - internal test ; 13 - internal test ; 99 - This is a goodie, set a ini variable TestSTR in section Test and put what you want to search mob or object ; If it find what you looking for it will display in the status windows with the location. ; Ex: Looking for a ground spawn name beetle, then set the variable to beetle, make sure that you are as much ; specific as possible because it will only display the first one it find.
TestMode=0
[BasicCharSetup] ; What Role is that character in during this scripting ; OFFENSIVE, BUFFBOT ; OFFENSIVE - You fight as a primary fighter - look for things to fight and get the job done ; BUFFBOT - You are there to tag along with a OFFENSIVE bot or real player and respond to commands. ; You will fight back if attacked (and not respond to commands until done fighting) CharRole=OFFENSIVE
; YOUR EQ2 Directory - always have trailing \ EQ2Dir=c:\everquest
; Name of the EQ2 Server you are playing on. EQ2Server=xxxxxxx
[Commands] ; ==================================================== ; = Commands to control your BUFF BOT ; ====================================================
; You will want to CUSTOMIZE these to be specific to you so everyone isn't saying the same commands
; When a VALID MASTER sends this string, the "GroupBuffSequenceSTR" below is performed on them BuffMeSTR=hit me up
; When a VALID MASTER sends this string, the next available "HealSequenceSTR" will be cast on them HealMeSTR=Heal me please
; When a VALID MASTER sends this string, the next available "HealSequenceSTR" will be cast on them GroupHealSTR=group heal
; When a VALID MASTER sends this string, the bot will target the MASTER and start their "CombatSequence1STR" ; which will make them fight back ; After the kill is done, the bot will go right back into listen for request mode, so if you are fighting ; multiple targets, send the command again to make them help you again AssistMeSTR=help me please
; When a VALID MASTER sends this string, the bot will go into STAND DOWN mode, which means you do not ; fight back when attacked. You will still respond to the Assist command. Used to keep a bot from attacking ; when attacked and you didn't want them to fight back and blowing though their mana ; Right now it doesn't work while they are already fighting, but will in the next release StandDownSTR=stand down
; When a VALID MASTER sends this string, the bot will go into FIGHT BACK mode, which means the bot will ; defend itself if attacked and fight back FightBackSTR=fight back
; When a VALID MASTER sends this string, the bot will follow you FollowMeSTR=tag along with me
; When a VALID MASTER sends this string, the bot will stop follow you StopFollowingSTR=do not follow
; When a VALID MASTER sends this string, the bot will LOG OUT to char screen LogOutSTR=log out please
; Tell the bot to heal themselves HealYourselfSTR=Give yourself some lovin
; When a VALID MASTER sends this string, the bot will try to ress him ResMeSTR=bring me back
; String to send after ress YouAreRessSTR=you are ressed
; String to send when buffbot get attack MobOnMeSTR=mob on me
; String to send to pause buffbot PauseSTR=take a break
; String to send to unpause buffbot UnPauseSTR=wake up
; String to send for emergency action EmergencySTR=emergency
[QuickBarSetup] ; ------------------------------------------------------------------------------------------------ ; This is the same setup for: ; BeforeCombatSequence1STR, InitialCombatSequence1STR, PerMobCombatSequenceSTR, CombatSequence1STR, ; AfterCombatSequence1STR, HealSequenceSTR, HealSequenceSTR, BuffSequenceSTR, GroupBuffSequenceSTR, ; PowerSequence1STR ; ; For CastTime and RecastTime, these can be take right from the in-game details window for that spell ; format is: ; QUICKBAR,Name,KEY,CastTime,ReCastTime,QUICKBAR,Name,KEY,CastTime,RecastTime,... ; Example: qb1,Weaken,1,1s,5s,qb2,Dust Blast,2,2s,2s ; This would mean on QuickBar1, cast Weaken which is on Key 1, it takes 3 seconds to cast, 5 seconds to recast ; Then on QuickBar2, cast Dust Blast, which is on Key 2, it takes 2 seconds to cast and 2 seconds to recast ; ; There is a max of 20 items in any sequence, if anyone finds this a limit, let me know ; ; The Name is the name of the spell on the KEY you are casting. It is ONLY used for debugging as it will display ; what spell it is casting in the debug window and you can visually see if that is the spell being cast ; Very handy when you code the KEY wrong or move your hot keys around and not sure why the wrong spells are ; going off. You can visually see that you expected to caste a Dust Blast, but a Heal is going off, oopss! ; ------------------------------------------------------------------------------------------------
; BEFORE Combat Seq - a sequence done ONCE before a fight takes place (buffing up, pre-heals etc.) ; This will not take place if you are jumped as there is no before fight ; This sequence will automatically target the BOT before casting... ; Not sure what type of char will use this, but you never know... I used it to do a Cut Throat before the fight ; which was pretty funny looking ; If you don't want this to "hang" on the recast timer, just set it to 1s, and if this spell isn't ready, ; it will just try to cast it again, won't work, but not lock on it BeforeCombatSequence1STR=~
; INITIAL Combat Seq - a sequence done ONCE at the opening of a fight ; ; For the OFFENSIVEBOT, use it for you PULL moves - Bow, thrown weapon, etc. ; If you are using PullToSafeSpot, set the CASTTIME of the pull to something small like 1s ; If you are NOT using PullToSafeSpot, then set CASTTIME to a few seconds to allow the mob to get on you ; before it goes into Melee mode and might think it's too far. If you find yourself running TO the mob ; before it gets to you, increase the CAST time ; For OFFSENSIVEBOT, will not take place if you are jumped ; ; For BUFFBOT, this is a good place to put things things you want to START during combat ; and use the Response Strings below to keep active as they finish. ; Examples are reactive heals, wards, etc. ; For BUFFBOT, these will take place even if you are jumped InitialCombatSequence1STR=~
; Use this for Bows and any other attacks that use the actual RANGE Attack button ; Have to have a special setting just for pulling with Range Attacks as they work different than spell ; pulls. A Range Attack locks you onto the mob and you have to hit Escape() to clear that and be able ; to run back to your starting point. This can be set to TRUE even if you use a spell to pull it will ; just take longer to get your target back (ie. until the mob hits you again and becomes the target) UsingRangeToPull=FALSE
; Per MOB Combat Seq - a sequence done ONCE per Mob. This happens if you are fighting multiple mobs, the ; InitialCompbat above will only happen once, the PerMob will happen at the beginning of each mob. ; Good for DOT, DeBuffs, etc. ; If you have a pet, put your pet attack on a QB and use this to send the pet after the target - works well ; These will take place even if you are jumped PerMobCombatSequence1STR=~
; Combat Seq - a sequence done OVER and OVER during the main fight ; Used for all attacks - Direct Damage, Kick, Taunt, etc. ; You can also use Heroic Opps in here - if you have a multi-stage Heroic opp, use the ResponseStrings below ; and when it matches the stage 1 string, use it to do the stage 2 opp - works pretty cool CombatSequence1STR=qb1,taunt,5,.2s,10s,qb1,kick,2,.5s,10s ; Combat Seq GROUP - a sequence done OVER and OVER during the main fight with group mob ; Used for all attacks - Direct Damage, Kick, Taunt, etc. ; You can also use Heroic Opps in here - if you have a multi-stage Heroic opp, use the ResponseStrings below ; and when it matches the stage 1 string, use it to do the stage 2 opp - works pretty cool CombatSequence2STR=~
; Combat Seq - a sequence done AFTER the fight is over ; Not sure what it will be used for yet, but in here just in case! AfterCombatSequence1STR=~
; In EQ2, healing is different, so give options for heals ; Put all your direct heals here, it will do them in order if they are all ready. ; Always put your BEST/FAST heals first, then your weaker heals. ; The way it works is, if the timer is up for the first (best) heals, it will always cast them first ; If not ready, it will keep going down the list until a heal that can be cast is ready ; If you ask for a heal and your health is > 90%, the bot will tell you you don't need a heal. This was put in ; so valuable power isn't wasted if you mash the heal key 5x during a fight, you will get your heals till you are ; > 90%, then it ignored the rest HealSequenceSTR=~
; What Health percent do you or your group mates have to be before you will auto heal them ; Only matters if you have the HealSequenceSTR setup - if not setup, this is ignored HealPercentSTR=75
; This is a second level of healing if you want to cast a different set of heals when health is even lower ; than the one above. Examples of uses are for a Monk, you can put your MEND in the HealSequenceSTR and set ; HealPercentSTR=75, then set this heal as Feigh Death and HealPercent2STR=15. Other uses could be for ; Reactive heals in the one above, and direct heals in this one... if it is not set, the regular heals ; above will always be cast ; One big note is that it will continue to try to do this sequence until you are above HealPercentage2STR ; If you only have one thing in here with a long recast timer, it will appear to "lock" as it has nothing else ; to cast... HealSequence2STR=~
; What Health percent do you or your group mates have to be before you will auto heal them using Seq2 HealPercent2STR=0
; Set to TRUE if you want to AUTOMATICALLY heal everyone is the group. ; Set to FALSE if you just want to HEAL yourself when needed (ie. below HealPercentSTR ; What this can be used for is if you are a Monk and use Mend, it only works on you, so set it to FALSE so ; it doesn't try to trigger a mend when other people need a heal. Another reason would be if you had multiple ; bots in a group and some you only wanted to heal themselves ; If a person ASKS for a heal, you will still respond, just not automatically heal them when needed HealOthersSTR=TRUE
; This is a check made when people manually ask for a heal, if their heal is above this number, then the bot ; respond saying they are not getting a heal. Is is good for when a person spams heals to the bot, the bot ; will ignore the heal requests once you are healed above this number, thus conserving mana. ; DEFAULT: 90 MinHealCheckForPlayers=90
; Put all your GROUP heals here, it will do them in order ; If the bot sees more then 1 person hurt, it will choose a group heal instead of a single person heal to try to ; get everyone healed up. If you don't have a group heal, then it will continue to use single heals GroupHealSequenceSTR=~
; At what POWER % do you stop fighting back and just be available for heals (so you don't blow all your power) ; What it will stop doing is the CombatSequenceSTR. All AUTO heals, AUTO group heals ResponseSequenceSTR and ; CombatResponseSequenceSTR are still active as you want to still respond to events, just not burn up power ; Set to 0 if you just want the bot to blast forever ; For Offensive Bots, set to 0, you want to fight until you are out of power, right? StopFightingPowerSTR=0
; At what power do you kick in the PowerSequence1STR ; Used to cast any spells that need to trigger off you running low on power, such as a power draw from ; a pet PowerTriggerSTR=90
; When Power is belo wPowerTriggerSTR, do this sequence ; Used to cast any spells that need to trigger off you running low on power, such as a power draw from ; a pet PowerSequence1STR=~
; This is the buff sequence for YOU when you first start the script, and after each wears off ; The timing is a little different then the Heal or Combat sequence as you want to put the recast ; time as the time the buff lasts so it knows when to recast it. If a buff lasts 15 mins, you would put ; 900s so it recast every 15 mins. If it lasts 12 hours, just put some large number. BuffSequenceSTR=~
; This is the sequence to cast after being ressed. AfterRessSequenceSTR=~
; Buff that you cast on another player when they ask for it using commands at top ; Treat the setup just like Heal and Combat where the recast is the actual recast so you can be ready ; to cast them again on another player GroupBuffSequenceSTR=~
; Put pet heal spell here PetHealSequenceSTR=~
; When do we heal pet HealPetAt=80
; Spells you wanna cast after harvesting a node AfterHarvestSequenceSTR=~
; ------------------------------------------------------------------------------------------------ ; This is the same setup for: ; ResponseSequenceSTR, CombatResponseSequenceSTR ; ; format is: ; StringToSearchFor,QUICKBAR,Name,KEY,CastTime,ReCastTime,TargetType...
; For CastTime and RecastTime, these can be take right from the in-game details window for that spell ; ; Valid Target Types: MASTER, YOURSELF, TARGET, NONE ; MASTER means to cast on whoever sent the request ; YOURSELF means, well, cast on YOU! ; TARGET means to cast on current target, which in OFFSENSIVE mode is your mob target and BUFFBOT mode ; is usually whoever you are Assisting as you keep them targetted ; NONE means there is no need to target anyone to cast this spell, just cast it! ; NOTE: You really don't want to use YOURSELF during combat responses as it messes up who is targetted, ; since you can cast a beneficial spell on what you are attacking, just set it to NONE and it will ; cast on yourself by default ; ; Example: scare em off,qb6,Phantasm,8,1s,900s,MASTER,hits a Bloodskull,qb9,Orc Master Strike,3,2s,60s,TARGET ; This would mean when you see "scare em off" from a valid MASTER, change to QuickBar6, cast Phantasm, ; which is on Key 8, it takes 1 second to cast and 900 seconds to recast. Also, it would look for ; "hits a Bloodskill" and if seen, change to QuickBar9, cast Orc Master Strike, which is on Key 3, it takes ; 2 seconds to cast and 60 secods for recast ; ; The Name is the name of the spell on the KEY you are casting. It is ONLY used for debugging as it will display ; what spell it is casting in the debug window and you can visually see if that is the spell being cast ; Very handy when you code the KEY wrong or move your hot keys around and not sure why the wrong spells are ; going off. You can visually see that you expected to caste a Dust Blast, but a Heal is going off, oopss! ; ; These are both VERY powerful as now you can write your own triggers ; It can be used for simple MASTER commands you want to write, or more sophisticated rules such as responses ; to multi-stage heroic events. You can also use it to do things such as when to cast a MASTER spell. ; If you see you are attacking a certain type of creature, (ie Orcs, skels, zombies), ; put it in CombatResponseSequenceSTR and it will only do these when it sees text that you are attacking them. ; You can think of all kinds of things to do in here. Watch for Spectral Ward wearing off and recast it, setup ; MASTER's asking you for SOW, or a cure or a group heal, etc. Be creative and SHARE your ideas on how you are ; using this so others can think of ideas. ; ------------------------------------------------------------------------------------------------
; These are looked for at any time, always active whether in or out of a fight ResponseSequenceSTR=~
; These are looked at ONLY during combat - for things like keep your ward on your while fighting, ; Master speels, etc. ; NOTE: You really don't want to use YOURSELF during combat responses as it messes up who is targetted, ; since you can cast a beneficial spell on what you are attacking, just set it to NONE and it will ; cast on yourself by default CombatResponseSequenceSTR=~ PetBuffSequenceSTR=~
[OtherMappedKeys] ; ==================================================== ; =Other Mapped Keys ================================ ; ==================================================== ; These are other mapped keys you must configure not on Quick Bars (Can ONLY be lower case!!!)
; In EQ2 - this is set to target Self ; Found under -> Options/Controls/Targeting Keys/Select Self ; Default is usually F1 TargetFriendlySTR=F1
; Target nearest player TargetPCSTR=F7
; Attack Key mapping ; Found under -> Options/Controls/Command Keys/Auto Attack ; Default is usually not set - so set it! AttackSTR=`
; Found under -> Options/Controls/Command Keys/Consider ; Default is usually not set - so set it! ConsiderSTR=v
; Target Monsters ; Found under -> Options/Controls/Targeting Keys/Select Next PC ; Default is usually TAB TargetMonsterSTR=TAB
; In Keyboard setup - used to loot ; Found under -> Options/Controls/Command Keys/Trigger Default Action GetSTR=f
; Run Lock - toggles run on and off - default is Insert ; Found under -> Options/Controls/Movement Keys/Auto Run(toggle) ; If you hit INSERT in the options menu in game, it shows is <NUMPAD>, but you can still set as INSERT in this ; script and it works fine RunLockSTR=NUMLOCK
; Key to Exit Script ExitScriptSTR=MBUTTON
; Key to Pause/UnPause Script PauseToggleSTR=INSERT
; Sprint QB & Key - Used when a member of the party yells for help, you want the bot to Sprint and follow you ; at full speed to try to get away SprintQB=1 SprintSTR=1
;Ressurection spell QB & Key - used when asking for ress RessQB=~ RessSTR=~
; If these are set, will use them instead of the /follow command which can mess things up at times due ; to the way XU sends text when lagging... this is faster and less in the log, so use it! FollowQB=~ FollowSTR=~
; Manually have the bot find all Master's again - because people can zone, create pet's, etc and not all create ; a trigger event to find everyone's spawnID again, if you see people are missing in the Health window, then ; manually force the bot to reread everyone - doesn't take long. If someone isn't in the healh window, they ; will not be able to issue commands and not be being watched for health to be healed GetAllMastersSTR=DEL
; You keys mapped to Left/Right turning & Strafing. ; Found under -> Options/Controls/Movement Keys/TURN Left TurnLeftSTR=a ; Found under -> Options/Controls/Movement Keys/TURN Right TurnRightSTR=d ; Found under -> Options/Controls/Movement Keys/MOVE Left StrafeLeftSTR=z ; Found under -> Options/Controls/Movement Keys/MOVE Right StrafeRightSTR=c
; Assist - if not set, will use "/assist", but using a key is MUCH better, less text to the log ; Found under -> Options/Controls/Command Keys/Assist AssistSTR=.
; Target Previous Mob - if not set, will not use it, but less intelligence in targetting ; Found under -> Options/Controls/Targeting Keys/Select Previous Target TargetPreviousSTR=~
; Close Game Windows - if not set, will use "/close_top_window", but using a key is MUCH better, less text to the log ; Used due to new LORE/NO TRADE items where if you hit escape on the window, it just opens another message ; makes a mess of the screen, so this will close top windows if you can't loot them ; Found under -> Options/Controls/Command Keys/Close Game Windows CloseGameWindowSTR=\
; Key to initiate chat, normaly its ENTER but I sugest something else. InitChatSTR=[
; What key on quickbar you want for Pet Attack PetAttackSTR=1
; What key on quickbar you want for Pet Backoff PetBackOffSTR=1
; What key on quickbar you want for Pet Guard Me PetGuardMeSTR=1
; What key on quickbar you want for Pet Guard Yourself PetGuardYouSTR=1
; Quick bar where you put your pet commands PetQBar=1
; What key on quickbar you want for your spell to summon pet PetSummonSTR=1
; Emergency action QB and Key, you can use Emergency to cast Evac, feign death etc. EmergencyQB=~ EmergencyKEY=~
[FightingVariables] ; ==================================================== ; =Fighting Variables =============================== ; ==================================================== ; These are other Variables you need to configure based on how you want to fight
; Do we hunt or not Hunting=TRUE
; Do you fight Back if you are in BUFFBOT mode if you are attacked ; By default, you will always fight back if you are in offensive mode FightBack=TRUE
; Number of time it will loop in targetmonster, if you want to harvest do not put a number above 2-3 ; If you dont harvest then you can put a very high number TargetLoopTime=2
; Se to true if you wanna turn while targetting for monster TurnForTarget=TRUE
; Number of Hours until the game auto quits & Logs out - 0 mean unlimited QuitTimer=0
; 0-100 - how much % health you want to have before you begin a battle. ; You will stay in Recover mode until you hit this % ; If you have problems reading the health, set to 0 to keep the script running until you figure out the problem PercentHealth=100
; 0-100 - how much % power you want to have before you begin a battle. PercentPower=80
; 0-100 - how much % power your GROUP needs to all have before you begin a battle. GroupPercentPower=80
; 0-100 - how much % health you want your pet to have before you begin a battle. ; You will stay in Recover mode until you pet hit this % ; If you have problems reading the health, set to 0 to keep the script running until you figure out the problem PetHealth=90
; Separate with commas, no spaces between entries ; These are the ONLY people who you will respond to for commands ; The name IS case sensitive, so match it exactly or the target will not work ValidMasters=~
; Separate with commas, no spaces between entries ; Used to SEARCH for any mobs - not fully implemented yet SearchForNames=~
; Log out when you die ; If this option is set to TRUE, if you die, you will log out ; If set to FALSE, when you die, the script will end, but you won't log out. LogOutWhenYouDie=TRUE
; Number of minutes to wait before logging off if nothing happend, buffbot only IdleTimer=30
; Log out if you ask for ress and didnt get one in 10 minutes LogOutIfNotRess=TRUE
; Ressurection setup, RessMaxTime is the number of time you can be ress in a session RessMeIfDie=FALSE RessMaxTime=5
; Leader ; The name IS case sensitive, so match it exactly or the target will not work ValidLeader=~
; Follower ; The name IS case sensitive, so match it exactly or the target will not work ValidFollowers=~
; Do you want the buffbot to folow the leader when script start. FollowLeaderAtStart=TRUE
; ================================================================================================ ; ================================================================================================ ; = The commands from here to the end are for OFFENSIVE bot only ; ================================================================================================ ; ================================================================================================
; Used to determine how close you need to be before you start combat. Depends on what you are using in ; InitialCombatSequence and what the range is. Might need some experimentation to get it right. ; If the bot keeps stopping too far away to engage, make this smaller. ; If you set it to 0, it will run right up to a mob before attacking (thought if the mob is aggro, it will ; jump you first and the bot will stop then and there and start fighting) MaxTargettingDistance=30
; Used to pull mobs back to a safe spot. Right now, the safe spot is defined as your starting loc when you ; start the script. The way it works is the bot will find a mob to fight, go after it, do your InitialCombatSequence ; first item only, turn and run back to safe spot and fight. ; If you turn this option on and the InitialCombatSequence isn’t set, it will ignore the option as you have no set pulling mechanism. ; Good in tough areas where you don't want to dig ; youself in too deep fighting. ; If RandomRunMode below is set to SAMESPOT, this is ignored PullToSafeSpot=TRUE
; How many kills (it takes +/- 20 %) before we pause for a few mins to look like a real person taking a break? ; Default of 25 is a good number, but up to you! ; Not used for BUFFBOT PauseAfterThisManyKills=50
; RandomRunMode: SAMESPOT, ROAMAROUND, CLOSESTSCON ; If SAMESPOT, just fight in the same place - good for camps ; If ROAMAROUND, then it will fight in the area define by RandomRunRange but will not come back ; to start point after killing. ; If CLOSESTSCON, then it will go towards the closests monster if you have it set to fight them ; Not used for BUFFBOT RandomRunMode=CLOSESTSCON
; *** Big chagne from all version before v2.6 *** ; Set in LOC POINTS now - was the only thing in seconds with distance, so made it consistent with everything ; When RandomRunMode=RANDOMPOINTS or CLOSESTCON, this sets the maximum radius you want to run around ; Imagine a circle drawn around you with the radius how far you can run, that is your ; hunting ground. When monsters are spread out, I set this to a high number (maybe 60). When things are ; packed in tight, or there or tougher cons that I don't want to engage, I set it lower (10-15) so my hunting ; circle stays tight. ; When RandomRunMode=RANDOMSQUARE, this sets the size of the square (not used much) - this is a test mode anyway ; Other modes it is just ignored ; Not used for BUFFBOT RandomRunRange=15
; Do we stafe when we cant see monster DoWeStrafe=TRUE
; Do you use a pet HavePet=FALSE
; Do we pull with our pet PullWithPet=FALSE
; Type of pull for pet ; Type are PETPULLWAIT, pull pet after TypePetPullSTR sec ; PETPULLMOBHEALTH, pull pet when mob health is below TypePetPullSTR ; PETPULLPETHEALTH, pull pet when pet health is below TypePetPullSTR
TypePetPull=PETPULLMOBHEALTH
TypePetPullSTR=99
; Do you want to fight non aggro monsters? FightNonAggro=TRUE
; Do we fight named monster FightNamed=TRUE
; Do you want the buffbot to move closer to target to engage in hand-to-hand combat BuffbotMoveToTarget=TRUE
; Number of SECONDS used as a BASE number for when you stop at each CHECKPOINT (no matter the mode) and ; look for a con using the target closet key. If you don't set it or set it to zero, it will do 2-8 seconds ; at each location. If you set it to 1, it will do 1. If you set it to > 1, then it will do the number +- 50% ; For CLOSESTSCON - 5-8 is a good setting. For SAMESPOT - 8-15 is a good setting. ; Not used for BUFFBOT LookForMonsterTime=5
; When you reach your loot weight limit (ie. you are being encumbered) stop looting if set to TRUE. ; If set to FALSE, will loot until all slots are full and stacks are full... and you might not be able to move! ; Not used for BUFFBOT StopLootingWhenFull=FALSE
; set to true if you want to loot monster LootMonster=TRUE
; set to true if you want to loot chest LootChest=TRUE
; Set to true if you want the buffbot to hit the ENTER key every 30 seconds when not in combat to participate in lotto. LottoEnter=FALSE
; You do not need to put anything in this list, the script will create and update the INI as it finds ; objects that are not attackable. The purpose it to keep the bot from trying to "consider" these objects each ; time it targets them - since the bot can see the name, it will compare and just quickly skip them. ; It is also used in the retrieval of valid mob targets - sometimes things come up that are not attackable, but have ; a level that fits into your fighting range, but comparing to this list, they will not be a valid target the bot ; will try to run to NonAttackableObjects=a Bit of Flotsam
; List of mob you dont want to fight. IgnoreMobList=~
; Use emergency action when you reach this health or below EmergencyHealth=0
[FightMonsters] ; ==================================================== ; = Color Con Monsters to Fight & Herioc ops ========= ; ==================================================== ; Do we Fight this con? ; What level of Heroics do we fight ; 1 mean only fight normals or below (^ and below) ; 2 means fight (^^) ups or below ; 3 means fight (^^^) ups or below ; 4 means fight it all! ; Of course it is ignored if the FightCOLOR is set to FALSE
FightGray=FALSE FightGrayLevel=3
FightGreen=TRUE FightGreenLevel=4
FightBlue=TRUE FightBlueLevel=3
FightWhite=TRUE FightWhiteLevel=2
FightYellow=TRUE FightYellowLevel=1
FightOrange=TRUE FightOrangeLevel=1
FightRed=FALSE FightRedLevel=1
[SystemVars] ; ======================================================== ; = These are variable you usually won't need to = ; = change, if you do, follow the instructions for each = ; ========================================================
TurnFactor1=0.09 TurnFactor2=0.14 ComputerSpeed=FAST
[Waypoints] ; ========================================================= ; = Variable to set for waypoint navigation = ; = Max number of waypoint is 500 = ; =========================================================
; NavigationType ; ; NAVLOOP At last waypoint will go back to waypoint 1, ex: 1 2 3 4 1 2 3 4 ; NAVSTOP Will stop at last waypoint ; NAVCOMEBACK At last waypoint will come back backward, ex: 1 2 3 4 3 2 1 2 3 4 etc.
NavigationType=NAVLOOP
NumberOfWaypoints=3
; Waypoint locx, locy, facing angle, time to stay there, max harvesting range
waypoint1=900,-17,-572,20,50 waypoint2=998,-22,-605,20,50 waypoint3=1100,-22,-644,20,50
ParkBuffbot=TRUE
[Harvest] ; ========================================================= ; = Variable to set for harvesting = ; = = ; =========================================================
Harvest=TRUE
;Harvest quickbar HarvestQB=5
;Range to harvest if you dont use waypoint RangeToHarvest=50
; Maimum number of try per node MaxHarvestPerNode=6
; Range to check if Player near ressource RangeToCheckPC=15
[Ressources] ; Do you want to harvest that ressource True/False, key on hotbar for harvesting this ressource ORE=TRUE,3 STONE=TRUE,3 COLLECT=TRUE,6 WOOD=TRUE,2 DEN=TRUE,4 ROOTS=TRUE,1 SHRUB=TRUE,1 FUNGI=TRUE,1 FISH=FALSE,5 MISC=TRUE,1
[RessourcesName] COLLECT=?,! FUNGI=natural herb garden,high plains fungi ORE=blemished ore,stonecrest ore,cloven ore FISH=array of fish,mob of fish ROOTS=damp roots,mesquite catch weed,sun bleached roots,desert roots DEN=creature den,beast den,critter den SHRUB=natural garden,high plains shrubbery,parched shrubbery,oasis shrubbery WOOD=aged arbor,felled high plains arbor,arid timber STONE=unearthed stones,wind swept stones,wind swept rock MISC=withered bones
[Test] TestSTR=~
[Hotkeys] LoadHotKeys=FALSE HotKeysLoadFile=hotkeysfile
You need to set InitialCombatSequence1STR=~ or else it will never pull mob
_________________
Slam666
Author of EQ2Ultrabot, NOW WITH CRAFTING!!!
Read this before asking for help
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Posted: May 20th, 2006, 9:28 pm
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chowming
chowming's Reps:
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having a problem, bot loads, pops up a bunch of windows, i.e. achievements, emotes/macros, etc.. then it shows my name in the script load window, my health, etc... shows that fine, than windows pop up to the right side with no info in them and script stops
this is the error in the log:
(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))): 5/20/2006 10:14:38 PM: LogText1=<> 5/20/2006 10:14:38 PM: ** Leaving VerifyChatLog() 5/20/2006 10:14:38 PM: EXITING - Could not read Chat Log - Try turning on the Log from within EQ2 and verify the filename - use Tail to test if you have to 5/20/2006 10:14:38 PM: *** Script Complete!
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Posted: May 21st, 2006, 6:45 am
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hadush
hadush's Reps:
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You need to post your INI file so it can be checked as to why there is an error with the chat log
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Posted: May 21st, 2006, 7:41 am
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slam666
Total Posts: 1184
Location: Quebec, Canada
Joined: April 21st, 2005, 7:30 am
slam666's Reps: 1
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Posted: May 21st, 2006, 8:26 am
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Tault_admin
Total Posts: 29974
Joined: November 9th, 2002, 9:57 am
Tault_admin's Reps: 1444
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Posted: May 21st, 2006, 10:27 am
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chowming
chowming's Reps:
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eq2.ini
(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))): [Version] INIVersion=3.1
[CharINI] CharINIFile=Char.ini
[Debug] ; The higher the number, the more detailed the log file will be. 1 is a good Debug for normal play ; mode 0 will only log error
DebugLevel=1
Char.ini
(!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))): ; For Function keys, use F1-F12 and it IS case sensative ; Other Special Keys (Must match the spelling and case exactly) ; BACKSPACE, SPACE, PGUP, PGDOWN, END, HOME, LEFTARROW, RIGHTARROW, DOWNARROW, UPARROW, ; INSERT, DEL, NUMLOCK, SCROLL, LBUTTON, RBUTTON, MBUTTON, PAUSE, PRINT, MULTIPLY, ADD, SUBTRACT, TAB ; For Spells on quick bars, 0-9 and -, = are fully supported ; Any items you don't set, use ~ as the value
; Make sure ESCAPE is set as default for the follow setup (this is std game setup, but just in case you changed it) ; Options/Controls/Targeting Keys/Deselect ; Options/Controls/Window Keys/Close Top Window
[Version] INIVersion=3.1
; TestMode to help debug various issues ; 0 - OFF - Normal mode to run the script in ; 1 - Test new QuickBar logic using SHIFT-# by going through each bar 1 second pause ; 2 - Turn Testing ; 3 - Run Speed LPS testing ; 4 - Run Loc Points Testing ; 5 - LoadLootList() Testing ; 6 - Turn Timing testing ; 7 - Turn() function testing - tests 1 to 180 deg increments ; 8 - Test new RunToLoc() functionality tracking a spawnID ; 9 - Test Mob Difficulty - have to use F12 to break out of this one ; 10 - Use this mode to find the distance of mobs for you pull spells ; 11 - Use this to automatically set your INI turn factors at the end of this INI if you are not turning right ; 12 - internal test ; 13 - internal test ; 99 - This is a goodie, set a ini variable TestSTR in section Test and put what you want to search mob or object ; If it find what you looking for it will display in the status windows with the location. ; Ex: Looking for a ground spawn name beetle, then set the variable to beetle, make sure that you are as much ; specific as possible because it will only display the first one it find.
TestMode=0
[BasicCharSetup] ; What Role is that character in during this scripting ; OFFENSIVE, BUFFBOT ; OFFENSIVE - You fight as a primary fighter - look for things to fight and get the job done ; BUFFBOT - You are there to tag along with a OFFENSIVE bot or real player and respond to commands. ; You will fight back if attacked (and not respond to commands until done fighting) CharRole=OFFENSIVE
; YOUR EQ2 Directory - always have trailing \ EQ2Dir=c:\Program Files (x86)\Sony\EverQuest II\
; Name of the EQ2 Server you are playing on. EQ2Server=Crushbone
[Commands] ; ==================================================== ; = Commands to control your BUFF BOT ; ====================================================
; You will want to CUSTOMIZE these to be specific to you so everyone isn't saying the same commands
; When a VALID MASTER sends this string, the "GroupBuffSequenceSTR" below is performed on them BuffMeSTR=hit me up
; When a VALID MASTER sends this string, the next available "HealSequenceSTR" will be cast on them HealMeSTR=Heal me please
; When a VALID MASTER sends this string, the next available "HealSequenceSTR" will be cast on them GroupHealSTR=group heal
; When a VALID MASTER sends this string, the bot will target the MASTER and start their "CombatSequence1STR" ; which will make them fight back ; After the kill is done, the bot will go right back into listen for request mode, so if you are fighting ; multiple targets, send the command again to make them help you again AssistMeSTR=help me please
; When a VALID MASTER sends this string, the bot will go into STAND DOWN mode, which means you do not ; fight back when attacked. You will still respond to the Assist command. Used to keep a bot from attacking ; when attacked and you didn't want them to fight back and blowing though their mana ; Right now it doesn't work while they are already fighting, but will in the next release StandDownSTR=stand down
; When a VALID MASTER sends this string, the bot will go into FIGHT BACK mode, which means the bot will ; defend itself if attacked and fight back FightBackSTR=fight back
; When a VALID MASTER sends this string, the bot will follow you FollowMeSTR=tag along with me
; When a VALID MASTER sends this string, the bot will stop follow you StopFollowingSTR=do not follow
; When a VALID MASTER sends this string, the bot will LOG OUT to char screen LogOutSTR=log out please
; Tell the bot to heal themselves HealYourselfSTR=Give yourself some lovin
; When a VALID MASTER sends this string, the bot will try to ress him ResMeSTR=bring me back
; String to send after ress YouAreRessSTR=you are ressed
; String to send when buffbot get attack MobOnMeSTR=mob on me
; String to send to pause buffbot PauseSTR=take a break
; String to send to unpause buffbot UnPauseSTR=wake up
; String to send for emergency action EmergencySTR=emergency
[QuickBarSetup] ; ------------------------------------------------------------------------------------------------ ; This is the same setup for: ; BeforeCombatSequence1STR, InitialCombatSequence1STR, PerMobCombatSequenceSTR, CombatSequence1STR, ; AfterCombatSequence1STR, HealSequenceSTR, HealSequenceSTR, BuffSequenceSTR, GroupBuffSequenceSTR, ; PowerSequence1STR ; ; For CastTime and RecastTime, these can be take right from the in-game details window for that spell ; format is: ; QUICKBAR,Name,KEY,CastTime,ReCastTime,QUICKBAR,Name,KEY,CastTime,RecastTime,... ; Example: qb1,Weaken,1,1s,5s,qb2,Dust Blast,2,2s,2s ; This would mean on QuickBar1, cast Weaken which is on Key 1, it takes 3 seconds to cast, 5 seconds to recast ; Then on QuickBar2, cast Dust Blast, which is on Key 2, it takes 2 seconds to cast and 2 seconds to recast ; ; There is a max of 20 items in any sequence, if anyone finds this a limit, let me know ; ; The Name is the name of the spell on the KEY you are casting. It is ONLY used for debugging as it will display ; what spell it is casting in the debug window and you can visually see if that is the spell being cast ; Very handy when you code the KEY wrong or move your hot keys around and not sure why the wrong spells are ; going off. You can visually see that you expected to caste a Dust Blast, but a Heal is going off, oopss! ; ------------------------------------------------------------------------------------------------
; BEFORE Combat Seq - a sequence done ONCE before a fight takes place (buffing up, pre-heals etc.) ; This will not take place if you are jumped as there is no before fight ; This sequence will automatically target the BOT before casting... ; Not sure what type of char will use this, but you never know... I used it to do a Cut Throat before the fight ; which was pretty funny looking ; If you don't want this to "hang" on the recast timer, just set it to 1s, and if this spell isn't ready, ; it will just try to cast it again, won't work, but not lock on it BeforeCombatSequence1STR=~
; INITIAL Combat Seq - a sequence done ONCE at the opening of a fight ; ; For the OFFENSIVEBOT, use it for you PULL moves - Bow, thrown weapon, etc. ; If you are using PullToSafeSpot, set the CASTTIME of the pull to something small like 1s ; If you are NOT using PullToSafeSpot, then set CASTTIME to a few seconds to allow the mob to get on you ; before it goes into Melee mode and might think it's too far. If you find yourself running TO the mob ; before it gets to you, increase the CAST time ; For OFFSENSIVEBOT, will not take place if you are jumped ; ; For BUFFBOT, this is a good place to put things things you want to START during combat ; and use the Response Strings below to keep active as they finish. ; Examples are reactive heals, wards, etc. ; For BUFFBOT, these will take place even if you are jumped InitialCombatSequence1STR=~
; Use this for Bows and any other attacks that use the actual RANGE Attack button ; Have to have a special setting just for pulling with Range Attacks as they work different than spell ; pulls. A Range Attack locks you onto the mob and you have to hit Escape() to clear that and be able ; to run back to your starting point. This can be set to TRUE even if you use a spell to pull it will ; just take longer to get your target back (ie. until the mob hits you again and becomes the target) UsingRangeToPull=FALSE
; Per MOB Combat Seq - a sequence done ONCE per Mob. This happens if you are fighting multiple mobs, the ; InitialCompbat above will only happen once, the PerMob will happen at the beginning of each mob. ; Good for DOT, DeBuffs, etc. ; If you have a pet, put your pet attack on a QB and use this to send the pet after the target - works well ; These will take place even if you are jumped PerMobCombatSequence1STR=qb1,AqueosStalkers,4,2s,45s,qb1,RoaringFlames,5,3s,45s,qb1,ShatteredGround,6,2s,40s
; Combat Seq - a sequence done OVER and OVER during the main fight ; Used for all attacks - Direct Damage, Kick, Taunt, etc. ; You can also use Heroic Opps in here - if you have a multi-stage Heroic opp, use the ResponseStrings below ; and when it matches the stage 1 string, use it to do the stage 2 opp - works pretty cool CombatSequence1STR=qb1,SpikedRain,3,2s,3s,qb1,FlamingAgony,7,1s,8s,qb1,FrozenByTime,8,3s,30s
; Combat Seq GROUP - a sequence done OVER and OVER during the main fight with group mob ; Used for all attacks - Direct Damage, Kick, Taunt, etc. ; You can also use Heroic Opps in here - if you have a multi-stage Heroic opp, use the ResponseStrings below ; and when it matches the stage 1 string, use it to do the stage 2 opp - works pretty cool CombatSequence2STR=~
; Combat Seq - a sequence done AFTER the fight is over ; Not sure what it will be used for yet, but in here just in case! AfterCombatSequence1STR=qb5,RepairServant,3,2s,6s,qb5,Repair Servant,3,2s,6s
; In EQ2, healing is different, so give options for heals ; Put all your direct heals here, it will do them in order if they are all ready. ; Always put your BEST/FAST heals first, then your weaker heals. ; The way it works is, if the timer is up for the first (best) heals, it will always cast them first ; If not ready, it will keep going down the list until a heal that can be cast is ready ; If you ask for a heal and your health is > 90%, the bot will tell you you don't need a heal. This was put in ; so valuable power isn't wasted if you mash the heal key 5x during a fight, you will get your heals till you are ; > 90%, then it ignored the rest HealSequenceSTR=~
; What Health percent do you or your group mates have to be before you will auto heal them ; Only matters if you have the HealSequenceSTR setup - if not setup, this is ignored HealPercentSTR=75
; This is a second level of healing if you want to cast a different set of heals when health is even lower ; than the one above. Examples of uses are for a Monk, you can put your MEND in the HealSequenceSTR and set ; HealPercentSTR=75, then set this heal as Feigh Death and HealPercent2STR=15. Other uses could be for ; Reactive heals in the one above, and direct heals in this one... if it is not set, the regular heals ; above will always be cast ; One big note is that it will continue to try to do this sequence until you are above HealPercentage2STR ; If you only have one thing in here with a long recast timer, it will appear to "lock" as it has nothing else ; to cast... HealSequence2STR=~
; What Health percent do you or your group mates have to be before you will auto heal them using Seq2 HealPercent2STR=0
; Set to TRUE if you want to AUTOMATICALLY heal everyone is the group. ; Set to FALSE if you just want to HEAL yourself when needed (ie. below HealPercentSTR ; What this can be used for is if you are a Monk and use Mend, it only works on you, so set it to FALSE so ; it doesn't try to trigger a mend when other people need a heal. Another reason would be if you had multiple ; bots in a group and some you only wanted to heal themselves ; If a person ASKS for a heal, you will still respond, just not automatically heal them when needed HealOthersSTR=TRUE
; This is a check made when people manually ask for a heal, if their heal is above this number, then the bot ; respond saying they are not getting a heal. Is is good for when a person spams heals to the bot, the bot ; will ignore the heal requests once you are healed above this number, thus conserving mana. ; DEFAULT: 90 MinHealCheckForPlayers=90
; Put all your GROUP heals here, it will do them in order ; If the bot sees more then 1 person hurt, it will choose a group heal instead of a single person heal to try to ; get everyone healed up. If you don't have a group heal, then it will continue to use single heals GroupHealSequenceSTR=~
; At what POWER % do you stop fighting back and just be available for heals (so you don't blow all your power) ; What it will stop doing is the CombatSequenceSTR. All AUTO heals, AUTO group heals ResponseSequenceSTR and ; CombatResponseSequenceSTR are still active as you want to still respond to events, just not burn up power ; Set to 0 if you just want the bot to blast forever ; For Offensive Bots, set to 0, you want to fight until you are out of power, right? StopFightingPowerSTR=0
; At what power do you kick in the PowerSequence1STR ; Used to cast any spells that need to trigger off you running low on power, such as a power draw from ; a pet PowerTriggerSTR=90
; When Power is belo wPowerTriggerSTR, do this sequence ; Used to cast any spells that need to trigger off you running low on power, such as a power draw from ; a pet PowerSequence1STR=~
; This is the buff sequence for YOU when you first start the script, and after each wears off ; The timing is a little different then the Heal or Combat sequence as you want to put the recast ; time as the time the buff lasts so it knows when to recast it. If a buff lasts 15 mins, you would put ; 900s so it recast every 15 mins. If it lasts 12 hours, just put some large number. BuffSequenceSTR=~
; This is the sequence to cast after being ressed. AfterRessSequenceSTR=~
; Buff that you cast on another player when they ask for it using commands at top ; Treat the setup just like Heal and Combat where the recast is the actual recast so you can be ready ; to cast them again on another player GroupBuffSequenceSTR=~
; Put pet heal spell here PetHealSequenceSTR=qb5,RepairServant,3,2s,6s
; When do we heal pet HealPetAt=80
; Spells you wanna cast after harvesting a node AfterHarvestSequenceSTR=~
; ------------------------------------------------------------------------------------------------ ; This is the same setup for: ; ResponseSequenceSTR, CombatResponseSequenceSTR ; ; format is: ; StringToSearchFor,QUICKBAR,Name,KEY,CastTime,ReCastTime,TargetType...
; For CastTime and RecastTime, these can be take right from the in-game details window for that spell ; ; Valid Target Types: MASTER, YOURSELF, TARGET, NONE ; MASTER means to cast on whoever sent the request ; YOURSELF means, well, cast on YOU! ; TARGET means to cast on current target, which in OFFSENSIVE mode is your mob target and BUFFBOT mode ; is usually whoever you are Assisting as you keep them targetted ; NONE means there is no need to target anyone to cast this spell, just cast it! ; NOTE: You really don't want to use YOURSELF during combat responses as it messes up who is targetted, ; since you can cast a beneficial spell on what you are attacking, just set it to NONE and it will ; cast on yourself by default ; ; Example: scare em off,qb6,Phantasm,8,1s,900s,MASTER,hits a Bloodskull,qb9,Orc Master Strike,3,2s,60s,TARGET ; This would mean when you see "scare em off" from a valid MASTER, change to QuickBar6, cast Phantasm, ; which is on Key 8, it takes 1 second to cast and 900 seconds to recast. Also, it would look for ; "hits a Bloodskill" and if seen, change to QuickBar9, cast Orc Master Strike, which is on Key 3, it takes ; 2 seconds to cast and 60 secods for recast ; ; The Name is the name of the spell on the KEY you are casting. It is ONLY used for debugging as it will display ; what spell it is casting in the debug window and you can visually see if that is the spell being cast ; Very handy when you code the KEY wrong or move your hot keys around and not sure why the wrong spells are ; going off. You can visually see that you expected to caste a Dust Blast, but a Heal is going off, oopss! ; ; These are both VERY powerful as now you can write your own triggers ; It can be used for simple MASTER commands you want to write, or more sophisticated rules such as responses ; to multi-stage heroic events. You can also use it to do things such as when to cast a MASTER spell. ; If you see you are attacking a certain type of creature, (ie Orcs, skels, zombies), ; put it in CombatResponseSequenceSTR and it will only do these when it sees text that you are attacking them. ; You can think of all kinds of things to do in here. Watch for Spectral Ward wearing off and recast it, setup ; MASTER's asking you for SOW, or a cure or a group heal, etc. Be creative and SHARE your ideas on how you are ; using this so others can think of ideas. ; ------------------------------------------------------------------------------------------------
; These are looked for at any time, always active whether in or out of a fight ResponseSequenceSTR=~
; These are looked at ONLY during combat - for things like keep your ward on your while fighting, ; Master speels, etc. ; NOTE: You really don't want to use YOURSELF during combat responses as it messes up who is targetted, ; since you can cast a beneficial spell on what you are attacking, just set it to NONE and it will ; cast on yourself by default CombatResponseSequenceSTR=~ PetBuffSequenceSTR=qb3,FireSeed,6,2s,10s,qb3,Scorchshield,7,1s,0s,qb3,Provocation,8,3s,0s,qb3,ConjurorsMark,9,2s,25s
[OtherMappedKeys] ; ==================================================== ; =Other Mapped Keys ================================ ; ==================================================== ; These are other mapped keys you must configure not on Quick Bars (Can ONLY be lower case!!!)
; In EQ2 - this is set to target Self ; Found under -> Options/Controls/Targeting Keys/Select Self ; Default is usually F1 TargetFriendlySTR=F1
; Target nearest player TargetPCSTR=F7
; Attack Key mapping ; Found under -> Options/Controls/Command Keys/Auto Attack ; Default is usually not set - so set it! AttackSTR=`
; Found under -> Options/Controls/Command Keys/Consider ; Default is usually not set - so set it! ConsiderSTR=v
; Target Monsters ; Found under -> Options/Controls/Targeting Keys/Select Next PC ; Default is usually TAB TargetMonsterSTR=TAB
; In Keyboard setup - used to loot ; Found under -> Options/Controls/Command Keys/Trigger Default Action GetSTR=f
; Run Lock - toggles run on and off - default is Insert ; Found under -> Options/Controls/Movement Keys/Auto Run(toggle) ; If you hit INSERT in the options menu in game, it shows is <NUMPAD>, but you can still set as INSERT in this ; script and it works fine RunLockSTR=NUMLOCK
; Key to Exit Script ExitScriptSTR=MBUTTON
; Key to Pause/UnPause Script PauseToggleSTR=INSERT
; Sprint QB & Key - Used when a member of the party yells for help, you want the bot to Sprint and follow you ; at full speed to try to get away SprintQB=1 SprintSTR=1
;Ressurection spell QB & Key - used when asking for ress RessQB=~ RessSTR=~
; If these are set, will use them instead of the /follow command which can mess things up at times due ; to the way XU sends text when lagging... this is faster and less in the log, so use it! FollowQB=~ FollowSTR=~
; Manually have the bot find all Master's again - because people can zone, create pet's, etc and not all create ; a trigger event to find everyone's spawnID again, if you see people are missing in the Health window, then ; manually force the bot to reread everyone - doesn't take long. If someone isn't in the healh window, they ; will not be able to issue commands and not be being watched for health to be healed GetAllMastersSTR=DEL
; You keys mapped to Left/Right turning & Strafing. ; Found under -> Options/Controls/Movement Keys/TURN Left TurnLeftSTR=a ; Found under -> Options/Controls/Movement Keys/TURN Right TurnRightSTR=d ; Found under -> Options/Controls/Movement Keys/MOVE Left StrafeLeftSTR=z ; Found under -> Options/Controls/Movement Keys/MOVE Right StrafeRightSTR=c
; Assist - if not set, will use "/assist", but using a key is MUCH better, less text to the log ; Found under -> Options/Controls/Command Keys/Assist AssistSTR=.
; Target Previous Mob - if not set, will not use it, but less intelligence in targetting ; Found under -> Options/Controls/Targeting Keys/Select Previous Target TargetPreviousSTR=~
; Close Game Windows - if not set, will use "/close_top_window", but using a key is MUCH better, less text to the log ; Used due to new LORE/NO TRADE items where if you hit escape on the window, it just opens another message ; makes a mess of the screen, so this will close top windows if you can't loot them ; Found under -> Options/Controls/Command Keys/Close Game Windows CloseGameWindowSTR=\
; Key to initiate chat, normaly its ENTER but I sugest something else. InitChatSTR=[
; What key on quickbar you want for Pet Attack PetAttackSTR=1
; What key on quickbar you want for Pet Backoff PetBackOffSTR=2
; What key on quickbar you want for Pet Guard Me PetGuardMeSTR=3
; What key on quickbar you want for Pet Guard Yourself PetGuardYouSTR=4
; Quick bar where you put your pet commands PetQBar=3
; What key on quickbar you want for your spell to summon pet PetSummonSTR=5
; Emergency action QB and Key, you can use Emergency to cast Evac, feign death etc. EmergencyQB=~ EmergencyKEY=~
[FightingVariables] ; ==================================================== ; =Fighting Variables =============================== ; ==================================================== ; These are other Variables you need to configure based on how you want to fight
; Do we hunt or not Hunting=TRUE
; Do you fight Back if you are in BUFFBOT mode if you are attacked ; By default, you will always fight back if you are in offensive mode FightBack=TRUE
; Number of time it will loop in targetmonster, if you want to harvest do not put a number above 2-3 ; If you dont harvest then you can put a very high number TargetLoopTime=2
; Se to true if you wanna turn while targetting for monster TurnForTarget=TRUE
; Number of Hours until the game auto quits & Logs out - 0 mean unlimited QuitTimer=0
; 0-100 - how much % health you want to have before you begin a battle. ; You will stay in Recover mode until you hit this % ; If you have problems reading the health, set to 0 to keep the script running until you figure out the problem PercentHealth=100
; 0-100 - how much % power you want to have before you begin a battle. PercentPower=80
; 0-100 - how much % power your GROUP needs to all have before you begin a battle. GroupPercentPower=80
; 0-100 - how much % health you want your pet to have before you begin a battle. ; You will stay in Recover mode until you pet hit this % ; If you have problems reading the health, set to 0 to keep the script running until you figure out the problem PetHealth=90
; Separate with commas, no spaces between entries ; These are the ONLY people who you will respond to for commands ; The name IS case sensitive, so match it exactly or the target will not work ValidMasters=~
; Separate with commas, no spaces between entries ; Used to SEARCH for any mobs - not fully implemented yet SearchForNames=~
; Log out when you die ; If this option is set to TRUE, if you die, you will log out ; If set to FALSE, when you die, the script will end, but you won't log out. LogOutWhenYouDie=TRUE
; Number of minutes to wait before logging off if nothing happend, buffbot only IdleTimer=30
; Log out if you ask for ress and didnt get one in 10 minutes LogOutIfNotRess=TRUE
; Ressurection setup, RessMaxTime is the number of time you can be ress in a session RessMeIfDie=FALSE RessMaxTime=5
; Leader ; The name IS case sensitive, so match it exactly or the target will not work ValidLeader=~
; Follower ; The name IS case sensitive, so match it exactly or the target will not work ValidFollowers=~
; Do you want the buffbot to folow the leader when script start. FollowLeaderAtStart=TRUE
; ================================================================================================ ; ================================================================================================ ; = The commands from here to the end are for OFFENSIVE bot only ; ================================================================================================ ; ================================================================================================
; Used to determine how close you need to be before you start combat. Depends on what you are using in ; InitialCombatSequence and what the range is. Might need some experimentation to get it right. ; If the bot keeps stopping too far away to engage, make this smaller. ; If you set it to 0, it will run right up to a mob before attacking (thought if the mob is aggro, it will ; jump you first and the bot will stop then and there and start fighting) MaxTargettingDistance=60
; Used to pull mobs back to a safe spot. Right now, the safe spot is defined as your starting loc when you ; start the script. The way it works is the bot will find a mob to fight, go after it, do your InitialCombatSequence ; first item only, turn and run back to safe spot and fight. ; If you turn this option on and the InitialCombatSequence isn’t set, it will ignore the option as you have no set pulling mechanism. ; Good in tough areas where you don't want to dig ; youself in too deep fighting. ; If RandomRunMode below is set to SAMESPOT, this is ignored PullToSafeSpot=TRUE
; How many kills (it takes +/- 20 %) before we pause for a few mins to look like a real person taking a break? ; Default of 25 is a good number, but up to you! ; Not used for BUFFBOT PauseAfterThisManyKills=50
; RandomRunMode: SAMESPOT, ROAMAROUND, CLOSESTSCON ; If SAMESPOT, just fight in the same place - good for camps ; If ROAMAROUND, then it will fight in the area define by RandomRunRange but will not come back ; to start point after killing. ; If CLOSESTSCON, then it will go towards the closests monster if you have it set to fight them ; Not used for BUFFBOT RandomRunMode=CLOSESTSCON
; *** Big chagne from all version before v2.6 *** ; Set in LOC POINTS now - was the only thing in seconds with distance, so made it consistent with everything ; When RandomRunMode=RANDOMPOINTS or CLOSESTCON, this sets the maximum radius you want to run around ; Imagine a circle drawn around you with the radius how far you can run, that is your ; hunting ground. When monsters are spread out, I set this to a high number (maybe 60). When things are ; packed in tight, or there or tougher cons that I don't want to engage, I set it lower (10-15) so my hunting ; circle stays tight. ; When RandomRunMode=RANDOMSQUARE, this sets the size of the square (not used much) - this is a test mode anyway ; Other modes it is just ignored ; Not used for BUFFBOT RandomRunRange=2
; Do we stafe when we cant see monster DoWeStrafe=TRUE
; Do you use a pet HavePet=TRUE
; Do we pull with our pet PullWithPet=TRUE
; Type of pull for pet ; Type are PETPULLWAIT, pull pet after TypePetPullSTR sec ; PETPULLMOBHEALTH, pull pet when mob health is below TypePetPullSTR ; PETPULLPETHEALTH, pull pet when pet health is below TypePetPullSTR
TypePetPull=PETPULLMOBHEALTH
TypePetPullSTR=99
; Do you want to fight non aggro monsters? FightNonAggro=TRUE
; Do we fight named monster FightNamed=TRUE
; Do you want the buffbot to move closer to target to engage in hand-to-hand combat BuffbotMoveToTarget=TRUE
; Number of SECONDS used as a BASE number for when you stop at each CHECKPOINT (no matter the mode) and ; look for a con using the target closet key. If you don't set it or set it to zero, it will do 2-8 seconds ; at each location. If you set it to 1, it will do 1. If you set it to > 1, then it will do the number +- 50% ; For CLOSESTSCON - 5-8 is a good setting. For SAMESPOT - 8-15 is a good setting. ; Not used for BUFFBOT LookForMonsterTime=5
; When you reach your loot weight limit (ie. you are being encumbered) stop looting if set to TRUE. ; If set to FALSE, will loot until all slots are full and stacks are full... and you might not be able to move! ; Not used for BUFFBOT StopLootingWhenFull=FALSE
; set to true if you want to loot monster LootMonster=TRUE
; set to true if you want to loot chest LootChest=TRUE
; Set to true if you want the buffbot to hit the ENTER key every 30 seconds when not in combat to participate in lotto. LottoEnter=FALSE
; You do not need to put anything in this list, the script will create and update the INI as it finds ; objects that are not attackable. The purpose it to keep the bot from trying to "consider" these objects each ; time it targets them - since the bot can see the name, it will compare and just quickly skip them. ; It is also used in the retrieval of valid mob targets - sometimes things come up that are not attackable, but have ; a level that fits into your fighting range, but comparing to this list, they will not be a valid target the bot ; will try to run to NonAttackableObjects=a Bit of Flotsam
; List of mob you dont want to fight. IgnoreMobList=~
; Use emergency action when you reach this health or below EmergencyHealth=0
[FightMonsters] ; ==================================================== ; = Color Con Monsters to Fight & Herioc ops ========= ; ==================================================== ; Do we Fight this con? ; What level of Heroics do we fight ; 1 mean only fight normals or below (^ and below) ; 2 means fight (^^) ups or below ; 3 means fight (^^^) ups or below ; 4 means fight it all! ; Of course it is ignored if the FightCOLOR is set to FALSE
FightGray=FALSE FightGrayLevel=3
FightGreen=TRUE FightGreenLevel=4
FightBlue=TRUE FightBlueLevel=3
FightWhite=TRUE FightWhiteLevel=2
FightYellow=TRUE FightYellowLevel=1
FightOrange=TRUE FightOrangeLevel=1
FightRed=FALSE FightRedLevel=1
[SystemVars] ; ======================================================== ; = These are variable you usually won't need to = ; = change, if you do, follow the instructions for each = ; ========================================================
TurnFactor1=0.09 TurnFactor2=0.14 ComputerSpeed=FAST
[Waypoints] ; ========================================================= ; = Variable to set for waypoint navigation = ; = Max number of waypoint is 500 = ; =========================================================
; NavigationType ; ; NAVLOOP At last waypoint will go back to waypoint 1, ex: 1 2 3 4 1 2 3 4 ; NAVSTOP Will stop at last waypoint ; NAVCOMEBACK At last waypoint will come back backward, ex: 1 2 3 4 3 2 1 2 3 4 etc.
NavigationType=NAVSTOP
NumberOfWaypoints=0
; Waypoint locx, locy, facing angle, time to stay there, max harvesting range Waypoint1=-819,-652,0,60,20 waypoint2=-764,-605,0,30,20 waypoint3=-815,-551,50,45,15
waypoint2=-764,-605,0,30,20 waypoint3=-815,-551,50,45,15
waypoint2=-764,-605,0,30,20 waypoint3=-815,-551,50,45,15
waypoint2=-764,-605,0,30,20 waypoint3=-815,-551,50,45,15
waypoint2=-764,-605,0,30,20 waypoint3=-815,-551,50,45,15
waypoint2=-764,-605,0,30,20 waypoint3=-815,-551,50,45,15
ParkBuffbot=TRUE
[Harvest] ; ========================================================= ; = Variable to set for harvesting = ; = = ; =========================================================
Harvest=FALSE
;Harvest quickbar HarvestQB=5
;Range to harvest if you dont use waypoint RangeToHarvest=50
; Maimum number of try per node MaxHarvestPerNode=6
; Range to check if Player near ressource RangeToCheckPC=15
[Ressources] ; Do you want to harvest that ressource True/False, key on hotbar for harvesting this ressource ORE=TRUE,3 STONE=TRUE,3 COLLECT=TRUE,6 WOOD=TRUE,2 DEN=TRUE,4 ROOTS=TRUE,1 SHRUB=TRUE,1 FUNGI=TRUE,1 FISH=FALSE,5 MISC=TRUE,1
[RessourcesName] COLLECT=?,! FUNGI=natural herb garden,high plains fungi ORE=blemished ore,stonecrest ore,cloven ore FISH=array of fish,mob of fish ROOTS=damp roots,mesquite catch weed,sun bleached roots,desert roots DEN=creature den,beast den,critter den SHRUB=natural garden,high plains shrubbery,parched shrubbery,oasis shrubbery WOOD=aged arbor,felled high plains arbor,arid timber STONE=unearthed stones,wind swept stones,wind swept rock MISC=withered bones
[Test] TestSTR=~
[Hotkeys] LoadHotKeys=FALSE HotKeysLoadFile=hotkeysfile
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Posted: May 21st, 2006, 10:30 am
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slam666
Total Posts: 1184
Location: Quebec, Canada
Joined: April 21st, 2005, 7:30 am
slam666's Reps: 1
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chowming (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): eq2.ini (!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))): [Version] INIVersion=3.1
[CharINI] CharINIFile=Char.ini
[Debug] ; The higher the number, the more detailed the log file will be. 1 is a good Debug for normal play ; mode 0 will only log error
DebugLevel=1
Char.ini (!empty($user->lang['QUOTE'])) ? $user->lang['QUOTE'] : ucwords(strtolower(str_replace('_', ' ', 'QUOTE'))): ; For Function keys, use F1-F12 and it IS case sensative ; Other Special Keys (Must match the spelling and case exactly) ; BACKSPACE, SPACE, PGUP, PGDOWN, END, HOME, LEFTARROW, RIGHTARROW, DOWNARROW, UPARROW, ; INSERT, DEL, NUMLOCK, SCROLL, LBUTTON, RBUTTON, MBUTTON, PAUSE, PRINT, MULTIPLY, ADD, SUBTRACT, TAB ; For Spells on quick bars, 0-9 and -, = are fully supported ; Any items you don't set, use ~ as the value
; Make sure ESCAPE is set as default for the follow setup (this is std game setup, but just in case you changed it) ; Options/Controls/Targeting Keys/Deselect ; Options/Controls/Window Keys/Close Top Window
[Version] INIVersion=3.1
; TestMode to help debug various issues ; 0 - OFF - Normal mode to run the script in ; 1 - Test new QuickBar logic using SHIFT-# by going through each bar 1 second pause ; 2 - Turn Testing ; 3 - Run Speed LPS testing ; 4 - Run Loc Points Testing ; 5 - LoadLootList() Testing ; 6 - Turn Timing testing ; 7 - Turn() function testing - tests 1 to 180 deg increments ; 8 - Test new RunToLoc() functionality tracking a spawnID ; 9 - Test Mob Difficulty - have to use F12 to break out of this one ; 10 - Use this mode to find the distance of mobs for you pull spells ; 11 - Use this to automatically set your INI turn factors at the end of this INI if you are not turning right ; 12 - internal test ; 13 - internal test ; 99 - This is a goodie, set a ini variable TestSTR in section Test and put what you want to search mob or object ; If it find what you looking for it will display in the status windows with the location. ; Ex: Looking for a ground spawn name beetle, then set the variable to beetle, make sure that you are as much ; specific as possible because it will only display the first one it find.
TestMode=0
[BasicCharSetup] ; What Role is that character in during this scripting ; OFFENSIVE, BUFFBOT ; OFFENSIVE - You fight as a primary fighter - look for things to fight and get the job done ; BUFFBOT - You are there to tag along with a OFFENSIVE bot or real player and respond to commands. ; You will fight back if attacked (and not respond to commands until done fighting) CharRole=OFFENSIVE
; YOUR EQ2 Directory - always have trailing \ EQ2Dir=c:\Program Files (x86)\Sony\EverQuest II\
; Name of the EQ2 Server you are playing on. EQ2Server=Crushbone
[Commands] ; ==================================================== ; = Commands to control your BUFF BOT ; ====================================================
; You will want to CUSTOMIZE these to be specific to you so everyone isn't saying the same commands
; When a VALID MASTER sends this string, the "GroupBuffSequenceSTR" below is performed on them BuffMeSTR=hit me up
; When a VALID MASTER sends this string, the next available "HealSequenceSTR" will be cast on them HealMeSTR=Heal me please
; When a VALID MASTER sends this string, the next available "HealSequenceSTR" will be cast on them GroupHealSTR=group heal
; When a VALID MASTER sends this string, the bot will target the MASTER and start their "CombatSequence1STR" ; which will make them fight back ; After the kill is done, the bot will go right back into listen for request mode, so if you are fighting ; multiple targets, send the command again to make them help you again AssistMeSTR=help me please
; When a VALID MASTER sends this string, the bot will go into STAND DOWN mode, which means you do not ; fight back when attacked. You will still respond to the Assist command. Used to keep a bot from attacking ; when attacked and you didn't want them to fight back and blowing though their mana ; Right now it doesn't work while they are already fighting, but will in the next release StandDownSTR=stand down
; When a VALID MASTER sends this string, the bot will go into FIGHT BACK mode, which means the bot will ; defend itself if attacked and fight back FightBackSTR=fight back
; When a VALID MASTER sends this string, the bot will follow you FollowMeSTR=tag along with me
; When a VALID MASTER sends this string, the bot will stop follow you StopFollowingSTR=do not follow
; When a VALID MASTER sends this string, the bot will LOG OUT to char screen LogOutSTR=log out please
; Tell the bot to heal themselves HealYourselfSTR=Give yourself some lovin
; When a VALID MASTER sends this string, the bot will try to ress him ResMeSTR=bring me back
; String to send after ress YouAreRessSTR=you are ressed
; String to send when buffbot get attack MobOnMeSTR=mob on me
; String to send to pause buffbot PauseSTR=take a break
; String to send to unpause buffbot UnPauseSTR=wake up
; String to send for emergency action EmergencySTR=emergency
[QuickBarSetup] ; ------------------------------------------------------------------------------------------------ ; This is the same setup for: ; BeforeCombatSequence1STR, InitialCombatSequence1STR, PerMobCombatSequenceSTR, CombatSequence1STR, ; AfterCombatSequence1STR, HealSequenceSTR, HealSequenceSTR, BuffSequenceSTR, GroupBuffSequenceSTR, ; PowerSequence1STR ; ; For CastTime and RecastTime, these can be take right from the in-game details window for that spell ; format is: ; QUICKBAR,Name,KEY,CastTime,ReCastTime,QUICKBAR,Name,KEY,CastTime,RecastTime,... ; Example: qb1,Weaken,1,1s,5s,qb2,Dust Blast,2,2s,2s ; This would mean on QuickBar1, cast Weaken which is on Key 1, it takes 3 seconds to cast, 5 seconds to recast ; Then on QuickBar2, cast Dust Blast, which is on Key 2, it takes 2 seconds to cast and 2 seconds to recast ; ; There is a max of 20 items in any sequence, if anyone finds this a limit, let me know ; ; The Name is the name of the spell on the KEY you are casting. It is ONLY used for debugging as it will display ; what spell it is casting in the debug window and you can visually see if that is the spell being cast ; Very handy when you code the KEY wrong or move your hot keys around and not sure why the wrong spells are ; going off. You can visually see that you expected to caste a Dust Blast, but a Heal is going off, oopss! ; ------------------------------------------------------------------------------------------------
; BEFORE Combat Seq - a sequence done ONCE before a fight takes place (buffing up, pre-heals etc.) ; This will not take place if you are jumped as there is no before fight ; This sequence will automatically target the BOT before casting... ; Not sure what type of char will use this, but you never know... I used it to do a Cut Throat before the fight ; which was pretty funny looking ; If you don't want this to "hang" on the recast timer, just set it to 1s, and if this spell isn't ready, ; it will just try to cast it again, won't work, but not lock on it BeforeCombatSequence1STR=~
; INITIAL Combat Seq - a sequence done ONCE at the opening of a fight ; ; For the OFFENSIVEBOT, use it for you PULL moves - Bow, thrown weapon, etc. ; If you are using PullToSafeSpot, set the CASTTIME of the pull to something small like 1s ; If you are NOT using PullToSafeSpot, then set CASTTIME to a few seconds to allow the mob to get on you ; before it goes into Melee mode and might think it's too far. If you find yourself running TO the mob ; before it gets to you, increase the CAST time ; For OFFSENSIVEBOT, will not take place if you are jumped ; ; For BUFFBOT, this is a good place to put things things you want to START during combat ; and use the Response Strings below to keep active as they finish. ; Examples are reactive heals, wards, etc. ; For BUFFBOT, these will take place even if you are jumped InitialCombatSequence1STR=~
; Use this for Bows and any other attacks that use the actual RANGE Attack button ; Have to have a special setting just for pulling with Range Attacks as they work different than spell ; pulls. A Range Attack locks you onto the mob and you have to hit Escape() to clear that and be able ; to run back to your starting point. This can be set to TRUE even if you use a spell to pull it will ; just take longer to get your target back (ie. until the mob hits you again and becomes the target) UsingRangeToPull=FALSE
; Per MOB Combat Seq - a sequence done ONCE per Mob. This happens if you are fighting multiple mobs, the ; InitialCompbat above will only happen once, the PerMob will happen at the beginning of each mob. ; Good for DOT, DeBuffs, etc. ; If you have a pet, put your pet attack on a QB and use this to send the pet after the target - works well ; These will take place even if you are jumped PerMobCombatSequence1STR=qb1,AqueosStalkers,4,2s,45s,qb1,RoaringFlames,5,3s,45s,qb1,ShatteredGround,6,2s,40s
; Combat Seq - a sequence done OVER and OVER during the main fight ; Used for all attacks - Direct Damage, Kick, Taunt, etc. ; You can also use Heroic Opps in here - if you have a multi-stage Heroic opp, use the ResponseStrings below ; and when it matches the stage 1 string, use it to do the stage 2 opp - works pretty cool CombatSequence1STR=qb1,SpikedRain,3,2s,3s,qb1,FlamingAgony,7,1s,8s,qb1,FrozenByTime,8,3s,30s
; Combat Seq GROUP - a sequence done OVER and OVER during the main fight with group mob ; Used for all attacks - Direct Damage, Kick, Taunt, etc. ; You can also use Heroic Opps in here - if you have a multi-stage Heroic opp, use the ResponseStrings below ; and when it matches the stage 1 string, use it to do the stage 2 opp - works pretty cool CombatSequence2STR=~
; Combat Seq - a sequence done AFTER the fight is over ; Not sure what it will be used for yet, but in here just in case! AfterCombatSequence1STR=qb5,RepairServant,3,2s,6s,qb5,Repair Servant,3,2s,6s
; In EQ2, healing is different, so give options for heals ; Put all your direct heals here, it will do them in order if they are all ready. ; Always put your BEST/FAST heals first, then your weaker heals. ; The way it works is, if the timer is up for the first (best) heals, it will always cast them first ; If not ready, it will keep going down the list until a heal that can be cast is ready ; If you ask for a heal and your health is > 90%, the bot will tell you you don't need a heal. This was put in ; so valuable power isn't wasted if you mash the heal key 5x during a fight, you will get your heals till you are ; > 90%, then it ignored the rest HealSequenceSTR=~
; What Health percent do you or your group mates have to be before you will auto heal them ; Only matters if you have the HealSequenceSTR setup - if not setup, this is ignored HealPercentSTR=75
; This is a second level of healing if you want to cast a different set of heals when health is even lower ; than the one above. Examples of uses are for a Monk, you can put your MEND in the HealSequenceSTR and set ; HealPercentSTR=75, then set this heal as Feigh Death and HealPercent2STR=15. Other uses could be for ; Reactive heals in the one above, and direct heals in this one... if it is not set, the regular heals ; above will always be cast ; One big note is that it will continue to try to do this sequence until you are above HealPercentage2STR ; If you only have one thing in here with a long recast timer, it will appear to "lock" as it has nothing else ; to cast... HealSequence2STR=~
; What Health percent do you or your group mates have to be before you will auto heal them using Seq2 HealPercent2STR=0
; Set to TRUE if you want to AUTOMATICALLY heal everyone is the group. ; Set to FALSE if you just want to HEAL yourself when needed (ie. below HealPercentSTR ; What this can be used for is if you are a Monk and use Mend, it only works on you, so set it to FALSE so ; it doesn't try to trigger a mend when other people need a heal. Another reason would be if you had multiple ; bots in a group and some you only wanted to heal themselves ; If a person ASKS for a heal, you will still respond, just not automatically heal them when needed HealOthersSTR=TRUE
; This is a check made when people manually ask for a heal, if their heal is above this number, then the bot ; respond saying they are not getting a heal. Is is good for when a person spams heals to the bot, the bot ; will ignore the heal requests once you are healed above this number, thus conserving mana. ; DEFAULT: 90 MinHealCheckForPlayers=90
; Put all your GROUP heals here, it will do them in order ; If the bot sees more then 1 person hurt, it will choose a group heal instead of a single person heal to try to ; get everyone healed up. If you don't have a group heal, then it will continue to use single heals GroupHealSequenceSTR=~
; At what POWER % do you stop fighting back and just be available for heals (so you don't blow all your power) ; What it will stop doing is the CombatSequenceSTR. All AUTO heals, AUTO group heals ResponseSequenceSTR and ; CombatResponseSequenceSTR are still active as you want to still respond to events, just not burn up power ; Set to 0 if you just want the bot to blast forever ; For Offensive Bots, set to 0, you want to fight until you are out of power, right? StopFightingPowerSTR=0
; At what power do you kick in the PowerSequence1STR ; Used to cast any spells that need to trigger off you running low on power, such as a power draw from ; a pet PowerTriggerSTR=90
; When Power is belo wPowerTriggerSTR, do this sequence ; Used to cast any spells that need to trigger off you running low on power, such as a power draw from ; a pet PowerSequence1STR=~
; This is the buff sequence for YOU when you first start the script, and after each wears off ; The timing is a little different then the Heal or Combat sequence as you want to put the recast ; time as the time the buff lasts so it knows when to recast it. If a buff lasts 15 mins, you would put ; 900s so it recast every 15 mins. If it lasts 12 hours, just put some large number. BuffSequenceSTR=~
; This is the sequence to cast after being ressed. AfterRessSequenceSTR=~
; Buff that you cast on another player when they ask for it using commands at top ; Treat the setup just like Heal and Combat where the recast is the actual recast so you can be ready ; to cast them again on another player GroupBuffSequenceSTR=~
; Put pet heal spell here PetHealSequenceSTR=qb5,RepairServant,3,2s,6s
; When do we heal pet HealPetAt=80
; Spells you wanna cast after harvesting a node AfterHarvestSequenceSTR=~
; ------------------------------------------------------------------------------------------------ ; This is the same setup for: ; ResponseSequenceSTR, CombatResponseSequenceSTR ; ; format is: ; StringToSearchFor,QUICKBAR,Name,KEY,CastTime,ReCastTime,TargetType...
; For CastTime and RecastTime, these can be take right from the in-game details window for that spell ; ; Valid Target Types: MASTER, YOURSELF, TARGET, NONE ; MASTER means to cast on whoever sent the request ; YOURSELF means, well, cast on YOU! ; TARGET means to cast on current target, which in OFFSENSIVE mode is your mob target and BUFFBOT mode ; is usually whoever you are Assisting as you keep them targetted ; NONE means there is no need to target anyone to cast this spell, just cast it! ; NOTE: You really don't want to use YOURSELF during combat responses as it messes up who is targetted, ; since you can cast a beneficial spell on what you are attacking, just set it to NONE and it will ; cast on yourself by default ; ; Example: scare em off,qb6,Phantasm,8,1s,900s,MASTER,hits a Bloodskull,qb9,Orc Master Strike,3,2s,60s,TARGET ; This would mean when you see "scare em off" from a valid MASTER, change to QuickBar6, cast Phantasm, ; which is on Key 8, it takes 1 second to cast and 900 seconds to recast. Also, it would look for ; "hits a Bloodskill" and if seen, change to QuickBar9, cast Orc Master Strike, which is on Key 3, it takes ; 2 seconds to cast and 60 secods for recast ; ; The Name is the name of the spell on the KEY you are casting. It is ONLY used for debugging as it will display ; what spell it is casting in the debug window and you can visually see if that is the spell being cast ; Very handy when you code the KEY wrong or move your hot keys around and not sure why the wrong spells are ; going off. You can visually see that you expected to caste a Dust Blast, but a Heal is going off, oopss! ; ; These are both VERY powerful as now you can write your own triggers ; It can be used for simple MASTER commands you want to write, or more sophisticated rules such as responses ; to multi-stage heroic events. You can also use it to do things such as when to cast a MASTER spell. ; If you see you are attacking a certain type of creature, (ie Orcs, skels, zombies), ; put it in CombatResponseSequenceSTR and it will only do these when it sees text that you are attacking them. ; You can think of all kinds of things to do in here. Watch for Spectral Ward wearing off and recast it, setup ; MASTER's asking you for SOW, or a cure or a group heal, etc. Be creative and SHARE your ideas on how you are ; using this so others can think of ideas. ; ------------------------------------------------------------------------------------------------
; These are looked for at any time, always active whether in or out of a fight ResponseSequenceSTR=~
; These are looked at ONLY during combat - for things like keep your ward on your while fighting, ; Master speels, etc. ; NOTE: You really don't want to use YOURSELF during combat responses as it messes up who is targetted, ; since you can cast a beneficial spell on what you are attacking, just set it to NONE and it will ; cast on yourself by default CombatResponseSequenceSTR=~ PetBuffSequenceSTR=qb3,FireSeed,6,2s,10s,qb3,Scorchshield,7,1s,0s,qb3,Provocation,8,3s,0s,qb3,ConjurorsMark,9,2s,25s
[OtherMappedKeys] ; ==================================================== ; =Other Mapped Keys ================================ ; ==================================================== ; These are other mapped keys you must configure not on Quick Bars (Can ONLY be lower case!!!)
; In EQ2 - this is set to target Self ; Found under -> Options/Controls/Targeting Keys/Select Self ; Default is usually F1 TargetFriendlySTR=F1
; Target nearest player TargetPCSTR=F7
; Attack Key mapping ; Found under -> Options/Controls/Command Keys/Auto Attack ; Default is usually not set - so set it! AttackSTR=`
; Found under -> Options/Controls/Command Keys/Consider ; Default is usually not set - so set it! ConsiderSTR=v
; Target Monsters ; Found under -> Options/Controls/Targeting Keys/Select Next PC ; Default is usually TAB TargetMonsterSTR=TAB
; In Keyboard setup - used to loot ; Found under -> Options/Controls/Command Keys/Trigger Default Action GetSTR=f
; Run Lock - toggles run on and off - default is Insert ; Found under -> Options/Controls/Movement Keys/Auto Run(toggle) ; If you hit INSERT in the options menu in game, it shows is <NUMPAD>, but you can still set as INSERT in this ; script and it works fine RunLockSTR=NUMLOCK
; Key to Exit Script ExitScriptSTR=MBUTTON
; Key to Pause/UnPause Script PauseToggleSTR=INSERT
; Sprint QB & Key - Used when a member of the party yells for help, you want the bot to Sprint and follow you ; at full speed to try to get away SprintQB=1 SprintSTR=1
;Ressurection spell QB & Key - used when asking for ress RessQB=~ RessSTR=~
; If these are set, will use them instead of the /follow command which can mess things up at times due ; to the way XU sends text when lagging... this is faster and less in the log, so use it! FollowQB=~ FollowSTR=~
; Manually have the bot find all Master's again - because people can zone, create pet's, etc and not all create ; a trigger event to find everyone's spawnID again, if you see people are missing in the Health window, then ; manually force the bot to reread everyone - doesn't take long. If someone isn't in the healh window, they ; will not be able to issue commands and not be being watched for health to be healed GetAllMastersSTR=DEL
; You keys mapped to Left/Right turning & Strafing. ; Found under -> Options/Controls/Movement Keys/TURN Left TurnLeftSTR=a ; Found under -> Options/Controls/Movement Keys/TURN Right TurnRightSTR=d ; Found under -> Options/Controls/Movement Keys/MOVE Left StrafeLeftSTR=z ; Found under -> Options/Controls/Movement Keys/MOVE Right StrafeRightSTR=c
; Assist - if not set, will use "/assist", but using a key is MUCH better, less text to the log ; Found under -> Options/Controls/Command Keys/Assist AssistSTR=.
; Target Previous Mob - if not set, will not use it, but less intelligence in targetting ; Found under -> Options/Controls/Targeting Keys/Select Previous Target TargetPreviousSTR=~
; Close Game Windows - if not set, will use "/close_top_window", but using a key is MUCH better, less text to the log ; Used due to new LORE/NO TRADE items where if you hit escape on the window, it just opens another message ; makes a mess of the screen, so this will close top windows if you can't loot them ; Found under -> Options/Controls/Command Keys/Close Game Windows CloseGameWindowSTR=\
; Key to initiate chat, normaly its ENTER but I sugest something else. InitChatSTR=[
; What key on quickbar you want for Pet Attack PetAttackSTR=1
; What key on quickbar you want for Pet Backoff PetBackOffSTR=2
; What key on quickbar you want for Pet Guard Me PetGuardMeSTR=3
; What key on quickbar you want for Pet Guard Yourself PetGuardYouSTR=4
; Quick bar where you put your pet commands PetQBar=3
; What key on quickbar you want for your spell to summon pet PetSummonSTR=5
; Emergency action QB and Key, you can use Emergency to cast Evac, feign death etc. EmergencyQB=~ EmergencyKEY=~
[FightingVariables] ; ==================================================== ; =Fighting Variables =============================== ; ==================================================== ; These are other Variables you need to configure based on how you want to fight
; Do we hunt or not Hunting=TRUE
; Do you fight Back if you are in BUFFBOT mode if you are attacked ; By default, you will always fight back if you are in offensive mode FightBack=TRUE
; Number of time it will loop in targetmonster, if you want to harvest do not put a number above 2-3 ; If you dont harvest then you can put a very high number TargetLoopTime=2
; Se to true if you wanna turn while targetting for monster TurnForTarget=TRUE
; Number of Hours until the game auto quits & Logs out - 0 mean unlimited QuitTimer=0
; 0-100 - how much % health you want to have before you begin a battle. ; You will stay in Recover mode until you hit this % ; If you have problems reading the health, set to 0 to keep the script running until you figure out the problem PercentHealth=100
; 0-100 - how much % power you want to have before you begin a battle. PercentPower=80
; 0-100 - how much % power your GROUP needs to all have before you begin a battle. GroupPercentPower=80
; 0-100 - how much % health you want your pet to have before you begin a battle. ; You will stay in Recover mode until you pet hit this % ; If you have problems reading the health, set to 0 to keep the script running until you figure out the problem PetHealth=90
; Separate with commas, no spaces between entries ; These are the ONLY people who you will respond to for commands ; The name IS case sensitive, so match it exactly or the target will not work ValidMasters=~
; Separate with commas, no spaces between entries ; Used to SEARCH for any mobs - not fully implemented yet SearchForNames=~
; Log out when you die ; If this option is set to TRUE, if you die, you will log out ; If set to FALSE, when you die, the script will end, but you won't log out. LogOutWhenYouDie=TRUE
; Number of minutes to wait before logging off if nothing happend, buffbot only IdleTimer=30
; Log out if you ask for ress and didnt get one in 10 minutes LogOutIfNotRess=TRUE
; Ressurection setup, RessMaxTime is the number of time you can be ress in a session RessMeIfDie=FALSE RessMaxTime=5
; Leader ; The name IS case sensitive, so match it exactly or the target will not work ValidLeader=~
; Follower ; The name IS case sensitive, so match it exactly or the target will not work ValidFollowers=~
; Do you want the buffbot to folow the leader when script start. FollowLeaderAtStart=TRUE
; ================================================================================================ ; ================================================================================================ ; = The commands from here to the end are for OFFENSIVE bot only ; ================================================================================================ ; ================================================================================================
; Used to determine how close you need to be before you start combat. Depends on what you are using in ; InitialCombatSequence and what the range is. Might need some experimentation to get it right. ; If the bot keeps stopping too far away to engage, make this smaller. ; If you set it to 0, it will run right up to a mob before attacking (thought if the mob is aggro, it will ; jump you first and the bot will stop then and there and start fighting) MaxTargettingDistance=60
; Used to pull mobs back to a safe spot. Right now, the safe spot is defined as your starting loc when you ; start the script. The way it works is the bot will find a mob to fight, go after it, do your InitialCombatSequence ; first item only, turn and run back to safe spot and fight. ; If you turn this option on and the InitialCombatSequence isn’t set, it will ignore the option as you have no set pulling mechanism. ; Good in tough areas where you don't want to dig ; youself in too deep fighting. ; If RandomRunMode below is set to SAMESPOT, this is ignored PullToSafeSpot=TRUE
; How many kills (it takes +/- 20 %) before we pause for a few mins to look like a real person taking a break? ; Default of 25 is a good number, but up to you! ; Not used for BUFFBOT PauseAfterThisManyKills=50
; RandomRunMode: SAMESPOT, ROAMAROUND, CLOSESTSCON ; If SAMESPOT, just fight in the same place - good for camps ; If ROAMAROUND, then it will fight in the area define by RandomRunRange but will not come back ; to start point after killing. ; If CLOSESTSCON, then it will go towards the closests monster if you have it set to fight them ; Not used for BUFFBOT RandomRunMode=CLOSESTSCON
; *** Big chagne from all version before v2.6 *** ; Set in LOC POINTS now - was the only thing in seconds with distance, so made it consistent with everything ; When RandomRunMode=RANDOMPOINTS or CLOSESTCON, this sets the maximum radius you want to run around ; Imagine a circle drawn around you with the radius how far you can run, that is your ; hunting ground. When monsters are spread out, I set this to a high number (maybe 60). When things are ; packed in tight, or there or tougher cons that I don't want to engage, I set it lower (10-15) so my hunting ; circle stays tight. ; When RandomRunMode=RANDOMSQUARE, this sets the size of the square (not used much) - this is a test mode anyway ; Other modes it is just ignored ; Not used for BUFFBOT RandomRunRange=2
; Do we stafe when we cant see monster DoWeStrafe=TRUE
; Do you use a pet HavePet=TRUE
; Do we pull with our pet PullWithPet=TRUE
; Type of pull for pet ; Type are PETPULLWAIT, pull pet after TypePetPullSTR sec ; PETPULLMOBHEALTH, pull pet when mob health is below TypePetPullSTR ; PETPULLPETHEALTH, pull pet when pet health is below TypePetPullSTR
TypePetPull=PETPULLMOBHEALTH
TypePetPullSTR=99
; Do you want to fight non aggro monsters? FightNonAggro=TRUE
; Do we fight named monster FightNamed=TRUE
; Do you want the buffbot to move closer to target to engage in hand-to-hand combat BuffbotMoveToTarget=TRUE
; Number of SECONDS used as a BASE number for when you stop at each CHECKPOINT (no matter the mode) and ; look for a con using the target closet key. If you don't set it or set it to zero, it will do 2-8 seconds ; at each location. If you set it to 1, it will do 1. If you set it to > 1, then it will do the number +- 50% ; For CLOSESTSCON - 5-8 is a good setting. For SAMESPOT - 8-15 is a good setting. ; Not used for BUFFBOT LookForMonsterTime=5
; When you reach your loot weight limit (ie. you are being encumbered) stop looting if set to TRUE. ; If set to FALSE, will loot until all slots are full and stacks are full... and you might not be able to move! ; Not used for BUFFBOT StopLootingWhenFull=FALSE
; set to true if you want to loot monster LootMonster=TRUE
; set to true if you want to loot chest LootChest=TRUE
; Set to true if you want the buffbot to hit the ENTER key every 30 seconds when not in combat to participate in lotto. LottoEnter=FALSE
; You do not need to put anything in this list, the script will create and update the INI as it finds ; objects that are not attackable. The purpose it to keep the bot from trying to "consider" these objects each ; time it targets them - since the bot can see the name, it will compare and just quickly skip them. ; It is also used in the retrieval of valid mob targets - sometimes things come up that are not attackable, but have ; a level that fits into your fighting range, but comparing to this list, they will not be a valid target the bot ; will try to run to NonAttackableObjects=a Bit of Flotsam
; List of mob you dont want to fight. IgnoreMobList=~
; Use emergency action when you reach this health or below EmergencyHealth=0
[FightMonsters] ; ==================================================== ; = Color Con Monsters to Fight & Herioc ops ========= ; ==================================================== ; Do we Fight this con? ; What level of Heroics do we fight ; 1 mean only fight normals or below (^ and below) ; 2 means fight (^^) ups or below ; 3 means fight (^^^) ups or below ; 4 means fight it all! ; Of course it is ignored if the FightCOLOR is set to FALSE
FightGray=FALSE FightGrayLevel=3
FightGreen=TRUE FightGreenLevel=4
FightBlue=TRUE FightBlueLevel=3
FightWhite=TRUE FightWhiteLevel=2
FightYellow=TRUE FightYellowLevel=1
FightOrange=TRUE FightOrangeLevel=1
FightRed=FALSE FightRedLevel=1
[SystemVars] ; ======================================================== ; = These are variable you usually won't need to = ; = change, if you do, follow the instructions for each = ; ========================================================
TurnFactor1=0.09 TurnFactor2=0.14 ComputerSpeed=FAST
[Waypoints] ; ========================================================= ; = Variable to set for waypoint navigation = ; = Max number of waypoint is 500 = ; =========================================================
; NavigationType ; ; NAVLOOP At last waypoint will go back to waypoint 1, ex: 1 2 3 4 1 2 3 4 ; NAVSTOP Will stop at last waypoint ; NAVCOMEBACK At last waypoint will come back backward, ex: 1 2 3 4 3 2 1 2 3 4 etc.
NavigationType=NAVSTOP
NumberOfWaypoints=0
; Waypoint locx, locy, facing angle, time to stay there, max harvesting range Waypoint1=-819,-652,0,60,20 waypoint2=-764,-605,0,30,20 waypoint3=-815,-551,50,45,15
waypoint2=-764,-605,0,30,20 waypoint3=-815,-551,50,45,15
waypoint2=-764,-605,0,30,20 waypoint3=-815,-551,50,45,15
waypoint2=-764,-605,0,30,20 waypoint3=-815,-551,50,45,15
waypoint2=-764,-605,0,30,20 waypoint3=-815,-551,50,45,15
waypoint2=-764,-605,0,30,20 waypoint3=-815,-551,50,45,15
ParkBuffbot=TRUE
[Harvest] ; ========================================================= ; = Variable to set for harvesting = ; = = ; =========================================================
Harvest=FALSE
;Harvest quickbar HarvestQB=5
;Range to harvest if you dont use waypoint RangeToHarvest=50
; Maimum number of try per node MaxHarvestPerNode=6
; Range to check if Player near ressource RangeToCheckPC=15
[Ressources] ; Do you want to harvest that ressource True/False, key on hotbar for harvesting this ressource ORE=TRUE,3 STONE=TRUE,3 COLLECT=TRUE,6 WOOD=TRUE,2 DEN=TRUE,4 ROOTS=TRUE,1 SHRUB=TRUE,1 FUNGI=TRUE,1 FISH=FALSE,5 MISC=TRUE,1
[RessourcesName] COLLECT=?,! FUNGI=natural herb garden,high plains fungi ORE=blemished ore,stonecrest ore,cloven ore FISH=array of fish,mob of fish ROOTS=damp roots,mesquite catch weed,sun bleached roots,desert roots DEN=creature den,beast den,critter den SHRUB=natural garden,high plains shrubbery,parched shrubbery,oasis shrubbery WOOD=aged arbor,felled high plains arbor,arid timber STONE=unearthed stones,wind swept stones,wind swept rock MISC=withered bones
[Test] TestSTR=~
[Hotkeys] LoadHotKeys=FALSE HotKeysLoadFile=hotkeysfile
From the error in your previous post it seem something wrong with eq2 directory, says it cannot real log file.
Check your eq2 log file, make sure its at the right place and that eq2 actualy log stuff in it.
_________________
Slam666
Author of EQ2Ultrabot, NOW WITH CRAFTING!!!
Read this before asking for help
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Posted: May 21st, 2006, 6:28 pm
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rxspace
rxspace's Reps:
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thanks Slam next quick question i have
how do you set the way points mine seems to run back and forth
how is the best way to set up way points
like way point 1=981,-564,0,20,50
what di these number mean i dindnt use the middle one from the compus
in the game is that right thanks
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Posted: May 21st, 2006, 9:46 pm
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chowming
chowming's Reps:
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(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))): ; YOUR EQ2 Directory - always have trailing \ EQ2Dir=c:\Program Files (x86)\Sony\EverQuest II\
; Name of the EQ2 Server you are playing on. EQ2Server=Crushbone
that looks fine, but i am still getting error... macrocrafter is working(needs logfile to run), advanced combat tracker working fine to....
still i get that logfile problem.
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Posted: May 21st, 2006, 9:47 pm
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chowming
chowming's Reps:
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rxspace (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): thanks Slam next quick question i have how do you set the way points mine seems to run back and forth how is the best way to set up way points like way point 1=981,-564,0,20,50 what di these number mean i dindnt use the middle one from the compus in the game is that right thanks
you need hbmakepath, it maps it for you..
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Posted: May 21st, 2006, 10:51 pm
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hadush
hadush's Reps:
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rxspace (!empty($user->lang['WROTE'])) ? $user->lang['WROTE'] : ucwords(strtolower(str_replace('_', ' ', 'WROTE'))): thanks Slam next quick question i have how do you set the way points mine seems to run back and forth how is the best way to set up way points like way point 1=981,-564,0,20,50 what di these number mean i dindnt use the middle one from the compus in the game is that right thanks
This is what the numbers represent
Waypoint, locx, locy, facing angle, time to stay there, max harvesting range
Waypoint1=-819,-652,0,60,20
So it works out as the below
Waypoint (so Waypoint 1)
locx, (so 819)
locy, (so -652)
facing angle, (so 0)
time to stay there, (so 60 seconds (I believe its seconds))
max harvesting range (and harvest nodes in range of 20)
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Posted: May 21st, 2006, 10:54 pm
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rxspace
rxspace's Reps:
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thanks everyone
I am final getting to working some what on my lower player
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Posted: May 24th, 2006, 7:08 am
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hadush
hadush's Reps:
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Have my script working fine, but two issues I have
One is sometimes my bot will stop following me, and go off exploring on its own, and the other is after every combat I have to tell it to follow me again or it either goes wandering by itself, or stays in place.
Can it be set to always follow me?
Have included my ini
(!empty($user->lang['CODE'])) ? $user->lang['CODE'] : ucwords(strtolower(str_replace('_', ' ', 'CODE'))): ; For Function keys, use F1-F12 and it IS case sensative ; Other Special Keys (Must match the spelling and case exactly) ; BACKSPACE, SPACE, PGUP, PGDOWN, END, HOME, LEFTARROW, RIGHTARROW, DOWNARROW, UPARROW, ; INSERT, DEL, NUMLOCK, SCROLL, LBUTTON, RBUTTON, MBUTTON, PAUSE, PRINT, MULTIPLY, ADD, SUBTRACT, TAB ; For Spells on quick bars, 0-9 and -, = are fully supported ; Any items you don't set, use ~ as the value
; Make sure ESCAPE is set as default for the follow setup (this is std game setup, but just in case you changed it) ; Options/Controls/Targeting Keys/Deselect ; Options/Controls/Window Keys/Close Top Window
[Version] INIVersion=3.1
; TestMode to help debug various issues ; 0 - OFF - Normal mode to run the script in ; 1 - Test new QuickBar logic using SHIFT-# by going through each bar 1 second pause ; 2 - Turn Testing ; 3 - Run Speed LPS testing ; 4 - Run Loc Points Testing ; 5 - LoadLootList() Testing ; 6 - Turn Timing testing ; 7 - Turn() function testing - tests 1 to 180 deg increments ; 8 - Test new RunToLoc() functionality tracking a spawnID ; 9 - Test Mob Difficulty - have to use F12 to break out of this one ; 10 - Use this mode to find the distance of mobs for you pull spells ; 11 - Use this to automatically set your INI turn factors at the end of this INI if you are not turning right ; 12 - internal test ; 13 - internal test ; 99 - This is a goodie, set a ini variable TestSTR in section Test and put what you want to search mob or object ; If it find what you looking for it will display in the status windows with the location. ; Ex: Looking for a ground spawn name beetle, then set the variable to beetle, make sure that you are as much ; specific as possible because it will only display the first one it find.
TestMode=0
[BasicCharSetup] ; What Role is that character in during this scripting ; OFFENSIVE, BUFFBOT ; OFFENSIVE - You fight as a primary fighter - look for things to fight and get the job done ; BUFFBOT - You are there to tag along with a OFFENSIVE bot or real player and respond to commands. ; You will fight back if attacked (and not respond to commands until done fighting) CharRole=BUFFBOT
; YOUR EQ2 Directory - always have trailing \ EQ2Dir=c:\Program Files\Sony\Everquest II\
; Name of the EQ2 Server you are playing on. EQ2Server=*****
[Commands] ; ==================================================== ; = Commands to control your BUFF BOT ; ====================================================
; You will want to CUSTOMIZE these to be specific to you so everyone isn't saying the same commands
; When a VALID MASTER sends this string, the "GroupBuffSequenceSTR" below is performed on them BuffMeSTR=hit me up
; When a VALID MASTER sends this string, the next available "HealSequenceSTR" will be cast on them HealMeSTR=heal
; When a VALID MASTER sends this string, the next available "HealSequenceSTR" will be cast on them GroupHealSTR=group heal
; When a VALID MASTER sends this string, the bot will target the MASTER and start their "CombatSequence1STR" ; which will make them fight back ; After the kill is done, the bot will go right back into listen for request mode, so if you are fighting ; multiple targets, send the command again to make them help you again AssistMeSTR=help me please
; When a VALID MASTER sends this string, the bot will go into STAND DOWN mode, which means you do not ; fight back when attacked. You will still respond to the Assist command. Used to keep a bot from attacking ; when attacked and you didn't want them to fight back and blowing though their mana ; Right now it doesn't work while they are already fighting, but will in the next release StandDownSTR=stand down
; When a VALID MASTER sends this string, the bot will go into FIGHT BACK mode, which means the bot will ; defend itself if attacked and fight back FightBackSTR=fight back
; When a VALID MASTER sends this string, the bot will follow you FollowMeSTR=fol
; When a VALID MASTER sends this string, the bot will stop follow you StopFollowingSTR=stop
; When a VALID MASTER sends this string, the bot will LOG OUT to char screen LogOutSTR=log out please
; Tell the bot to heal themselves HealYourselfSTR=Give yourself some lovin
; When a VALID MASTER sends this string, the bot will try to ress him ResMeSTR=bring me back
; String to send after ress YouAreRessSTR=you are ressed
; String to send when buffbot get attack MobOnMeSTR=mob on me
; String to send to pause buffbot PauseSTR=pause
; String to send to unpause buffbot UnPauseSTR=start
; String to send for emergency action EmergencySTR=emergency
[QuickBarSetup] ; ------------------------------------------------------------------------------------------------ ; This is the same setup for: ; BeforeCombatSequence1STR, InitialCombatSequence1STR, PerMobCombatSequenceSTR, CombatSequence1STR, ; AfterCombatSequence1STR, HealSequenceSTR, HealSequenceSTR, BuffSequenceSTR, GroupBuffSequenceSTR, ; PowerSequence1STR ; ; For CastTime and RecastTime, these can be take right from the in-game details window for that spell ; format is: ; QUICKBAR,Name,KEY,CastTime,ReCastTime,QUICKBAR,Name,KEY,CastTime,RecastTime,... ; Example: qb1,Weaken,1,1s,5s,qb2,Dust Blast,2,2s,2s ; This would mean on QuickBar1, cast Weaken which is on Key 1, it takes 3 seconds to cast, 5 seconds to recast ; Then on QuickBar2, cast Dust Blast, which is on Key 2, it takes 2 seconds to cast and 2 seconds to recast ; ; There is a max of 20 items in any sequence, if anyone finds this a limit, let me know ; ; The Name is the name of the spell on the KEY you are casting. It is ONLY used for debugging as it will display ; what spell it is casting in the debug window and you can visually see if that is the spell being cast ; Very handy when you code the KEY wrong or move your hot keys around and not sure why the wrong spells are ; going off. You can visually see that you expected to caste a Dust Blast, but a Heal is going off, oopss! ; ------------------------------------------------------------------------------------------------
; BEFORE Combat Seq - a sequence done ONCE before a fight takes place (buffing up, pre-heals etc.) ; This will not take place if you are jumped as there is no before fight ; This sequence will automatically target the BOT before casting... ; Not sure what type of char will use this, but you never know... I used it to do a Cut Throat before the fight ; which was pretty funny looking ; If you don't want this to "hang" on the recast timer, just set it to 1s, and if this spell isn't ready, ; it will just try to cast it again, won't work, but not lock on it BeforeCombatSequence1STR=~
; INITIAL Combat Seq - a sequence done ONCE at the opening of a fight ; ; For the OFFENSIVEBOT, use it for you PULL moves - Bow, thrown weapon, etc. ; If you are using PullToSafeSpot, set the CASTTIME of the pull to something small like 1s ; If you are NOT using PullToSafeSpot, then set CASTTIME to a few seconds to allow the mob to get on you ; before it goes into Melee mode and might think it's too far. If you find yourself running TO the mob ; before it gets to you, increase the CAST time ; For OFFSENSIVEBOT, will not take place if you are jumped ; ; For BUFFBOT, this is a good place to put things things you want to START during combat ; and use the Response Strings below to keep active as they finish. ; Examples are reactive heals, wards, etc. ; For BUFFBOT, these will take place even if you are jumped InitialCombatSequence1STR=~
; Use this for Bows and any other attacks that use the actual RANGE Attack button ; Have to have a special setting just for pulling with Range Attacks as they work different than spell ; pulls. A Range Attack locks you onto the mob and you have to hit Escape() to clear that and be able ; to run back to your starting point. This can be set to TRUE even if you use a spell to pull it will ; just take longer to get your target back (ie. until the mob hits you again and becomes the target) UsingRangeToPull=FALSE
; Per MOB Combat Seq - a sequence done ONCE per Mob. This happens if you are fighting multiple mobs, the ; InitialCompbat above will only happen once, the PerMob will happen at the beginning of each mob. ; Good for DOT, DeBuffs, etc. ; If you have a pet, put your pet attack on a QB and use this to send the pet after the target - works well ; These will take place even if you are jumped PerMobCombatSequence1STR=~
; Combat Seq - a sequence done OVER and OVER during the main fight ; Used for all attacks - Direct Damage, Kick, Taunt, etc. ; You can also use Heroic Opps in here - if you have a multi-stage Heroic opp, use the ResponseStrings below ; and when it matches the stage 1 string, use it to do the stage 2 opp - works pretty cool CombatSequence1STR=qb1,Nuke,7,2s,3s,qb1,Ice,6,2s,8s,qb1,AE,8,3s,16s
; Combat Seq GROUP - a sequence done OVER and OVER during the main fight with group mob ; Used for all attacks - Direct Damage, Kick, Taunt, etc. ; You can also use Heroic Opps in here - if you have a multi-stage Heroic opp, use the ResponseStrings below ; and when it matches the stage 1 string, use it to do the stage 2 opp - works pretty cool CombatSequence2STR=~
; Combat Seq - a sequence done AFTER the fight is over ; Not sure what it will be used for yet, but in here just in case! AfterCombatSequence1STR=~
; In EQ2, healing is different, so give options for heals ; Put all your direct heals here, it will do them in order if they are all ready. ; Always put your BEST/FAST heals first, then your weaker heals. ; The way it works is, if the timer is up for the first (best) heals, it will always cast them first ; If not ready, it will keep going down the list until a heal that can be cast is ready ; If you ask for a heal and your health is > 90%, the bot will tell you you don't need a heal. This was put in ; so valuable power isn't wasted if you mash the heal key 5x during a fight, you will get your heals till you are ; > 90%, then it ignored the rest HealSequenceSTR=qb1,Heal,=,2s,8s,qb1,Fast Heal,0,2s,5s
; What Health percent do you or your group mates have to be before you will auto heal them ; Only matters if you have the HealSequenceSTR setup - if not setup, this is ignored HealPercentSTR=80
; This is a second level of healing if you want to cast a different set of heals when health is even lower ; than the one above. Examples of uses are for a Monk, you can put your MEND in the HealSequenceSTR and set ; HealPercentSTR=75, then set this heal as Feigh Death and HealPercent2STR=15. Other uses could be for ; Reactive heals in the one above, and direct heals in this one... if it is not set, the regular heals ; above will always be cast ; One big note is that it will continue to try to do this sequence until you are above HealPercentage2STR ; If you only have one thing in here with a long recast timer, it will appear to "lock" as it has nothing else ; to cast... HealSequence2STR=~
; What Health percent do you or your group mates have to be before you will auto heal them using Seq2 HealPercent2STR=75
; Set to TRUE if you want to AUTOMATICALLY heal everyone is the group. ; Set to FALSE if you just want to HEAL yourself when needed (ie. below HealPercentSTR ; What this can be used for is if you are a Monk and use Mend, it only works on you, so set it to FALSE so ; it doesn't try to trigger a mend when other people need a heal. Another reason would be if you had multiple ; bots in a group and some you only wanted to heal themselves ; If a person ASKS for a heal, you will still respond, just not automatically heal them when needed HealOthersSTR=TRUE
; This is a check made when people manually ask for a heal, if their heal is above this number, then the bot ; respond saying they are not getting a heal. Is is good for when a person spams heals to the bot, the bot ; will ignore the heal requests once you are healed above this number, thus conserving mana. ; DEFAULT: 90 MinHealCheckForPlayers=75
; Put all your GROUP heals here, it will do them in order ; If the bot sees more then 1 person hurt, it will choose a group heal instead of a single person heal to try to ; get everyone healed up. If you don't have a group heal, then it will continue to use single heals GroupHealSequenceSTR=~
; At what POWER % do you stop fighting back and just be available for heals (so you don't blow all your power) ; What it will stop doing is the CombatSequenceSTR. All AUTO heals, AUTO group heals ResponseSequenceSTR and ; CombatResponseSequenceSTR are still active as you want to still respond to events, just not burn up power ; Set to 0 if you just want the bot to blast forever ; For Offensive Bots, set to 0, you want to fight until you are out of power, right? StopFightingPowerSTR=0
; At what power do you kick in the PowerSequence1STR ; Used to cast any spells that need to trigger off you running low on power, such as a power draw from ; a pet PowerTriggerSTR=90
; When Power is belo wPowerTriggerSTR, do this sequence ; Used to cast any spells that need to trigger off you running low on power, such as a power draw from ; a pet PowerSequence1STR=~
; This is the buff sequence for YOU when you first start the script, and after each wears off ; The timing is a little different then the Heal or Combat sequence as you want to put the recast ; time as the time the buff lasts so it knows when to recast it. If a buff lasts 15 mins, you would put ; 900s so it recast every 15 mins. If it lasts 12 hours, just put some large number. BuffSequenceSTR=~
; This is the sequence to cast after being ressed. AfterRessSequenceSTR=~
; Buff that you cast on another player when they ask for it using commands at top ; Treat the setup just like Heal and Combat where the recast is the actual recast so you can be ready ; to cast them again on another player GroupBuffSequenceSTR=~
; Put pet heal spell here PetHealSequenceSTR=~
; When do we heal pet HealPetAt=80
; Spells you wanna cast after harvesting a node AfterHarvestSequenceSTR=~
; ------------------------------------------------------------------------------------------------ ; This is the same setup for: ; ResponseSequenceSTR, CombatResponseSequenceSTR ; ; format is: ; StringToSearchFor,QUICKBAR,Name,KEY,CastTime,ReCastTime,TargetType...
; For CastTime and RecastTime, these can be take right from the in-game details window for that spell ; ; Valid Target Types: MASTER, YOURSELF, TARGET, NONE ; MASTER means to cast on whoever sent the request ; YOURSELF means, well, cast on YOU! ; TARGET means to cast on current target, which in OFFSENSIVE mode is your mob target and BUFFBOT mode ; is usually whoever you are Assisting as you keep them targetted ; NONE means there is no need to target anyone to cast this spell, just cast it! ; NOTE: You really don't want to use YOURSELF during combat responses as it messes up who is targetted, ; since you can cast a beneficial spell on what you are attacking, just set it to NONE and it will ; cast on yourself by default ; ; Example: scare em off,qb6,Phantasm,8,1s,900s,MASTER,hits a Bloodskull,qb9,Orc Master Strike,3,2s,60s,TARGET ; This would mean when you see "scare em off" from a valid MASTER, change to QuickBar6, cast Phantasm, ; which is on Key 8, it takes 1 second to cast and 900 seconds to recast. Also, it would look for ; "hits a Bloodskill" and if seen, change to QuickBar9, cast Orc Master Strike, which is on Key 3, it takes ; 2 seconds to cast and 60 secods for recast ; ; The Name is the name of the spell on the KEY you are casting. It is ONLY used for debugging as it will display ; what spell it is casting in the debug window and you can visually see if that is the spell being cast ; Very handy when you code the KEY wrong or move your hot keys around and not sure why the wrong spells are ; going off. You can visually see that you expected to caste a Dust Blast, but a Heal is going off, oopss! ; ; These are both VERY powerful as now you can write your own triggers ; It can be used for simple MASTER commands you want to write, or more sophisticated rules such as responses ; to multi-stage heroic events. You can also use it to do things such as when to cast a MASTER spell. ; If you see you are attacking a certain type of creature, (ie Orcs, skels, zombies), ; put it in CombatResponseSequenceSTR and it will only do these when it sees text that you are attacking them. ; You can think of all kinds of things to do in here. Watch for Spectral Ward wearing off and recast it, setup ; MASTER's asking you for SOW, or a cure or a group heal, etc. Be creative and SHARE your ideas on how you are ; using this so others can think of ideas. ; ------------------------------------------------------------------------------------------------
; These are looked for at any time, always active whether in or out of a fight ResponseSequenceSTR=~
; These are looked at ONLY during combat - for things like keep your ward on your while fighting, ; Master speels, etc. ; NOTE: You really don't want to use YOURSELF during combat responses as it messes up who is targetted, ; since you can cast a beneficial spell on what you are attacking, just set it to NONE and it will ; cast on yourself by default CombatResponseSequenceSTR=~ PetBuffSequenceSTR=~
[OtherMappedKeys] ; ==================================================== ; =Other Mapped Keys ================================ ; ==================================================== ; These are other mapped keys you must configure not on Quick Bars (Can ONLY be lower case!!!)
; In EQ2 - this is set to target Self ; Found under -> Options/Controls/Targeting Keys/Select Self ; Default is usually F1 TargetFriendlySTR=F1
; Target nearest player TargetPCSTR=F7
; Attack Key mapping ; Found under -> Options/Controls/Command Keys/Auto Attack ; Default is usually not set - so set it! AttackSTR=`
; Found under -> Options/Controls/Command Keys/Consider ; Default is usually not set - so set it! ConsiderSTR=v
; Target Monsters ; Found under -> Options/Controls/Targeting Keys/Select Next PC ; Default is usually TAB TargetMonsterSTR=TAB
; In Keyboard setup - used to loot ; Found under -> Options/Controls/Command Keys/Trigger Default Action GetSTR=f
; Run Lock - toggles run on and off - default is Insert ; Found under -> Options/Controls/Movement Keys/Auto Run(toggle) ; If you hit INSERT in the options menu in game, it shows is <NUMPAD>, but you can still set as INSERT in this ; script and it works fine RunLockSTR=NUMLOCK
; Key to Exit Script ExitScriptSTR=MBUTTON
; Key to Pause/UnPause Script PauseToggleSTR=INSERT
; Sprint QB & Key - Used when a member of the party yells for help, you want the bot to Sprint and follow you ; at full speed to try to get away SprintQB=1 SprintSTR=1
;Ressurection spell QB & Key - used when asking for ress RessQB=~ RessSTR=~
; If these are set, will use them instead of the /follow command which can mess things up at times due ; to the way XU sends text when lagging... this is faster and less in the log, so use it! FollowQB=~ FollowSTR=~
; Manually have the bot find all Master's again - because people can zone, create pet's, etc and not all create ; a trigger event to find everyone's spawnID again, if you see people are missing in the Health window, then ; manually force the bot to reread everyone - doesn't take long. If someone isn't in the healh window, they ; will not be able to issue commands and not be being watched for health to be healed GetAllMastersSTR=DEL
; You keys mapped to Left/Right turning & Strafing. ; Found under -> Options/Controls/Movement Keys/TURN Left TurnLeftSTR=a ; Found under -> Options/Controls/Movement Keys/TURN Right TurnRightSTR=d ; Found under -> Options/Controls/Movement Keys/MOVE Left StrafeLeftSTR=z ; Found under -> Options/Controls/Movement Keys/MOVE Right StrafeRightSTR=c
; Assist - if not set, will use "/assist", but using a key is MUCH better, less text to the log ; Found under -> Options/Controls/Command Keys/Assist AssistSTR=.
; Target Previous Mob - if not set, will not use it, but less intelligence in targetting ; Found under -> Options/Controls/Targeting Keys/Select Previous Target TargetPreviousSTR=~
; Close Game Windows - if not set, will use "/close_top_window", but using a key is MUCH better, less text to the log ; Used due to new LORE/NO TRADE items where if you hit escape on the window, it just opens another message ; makes a mess of the screen, so this will close top windows if you can't loot them ; Found under -> Options/Controls/Command Keys/Close Game Windows CloseGameWindowSTR=\
; Key to initiate chat, normaly its ENTER but I sugest something else. InitChatSTR=[
; What key on quickbar you want for Pet Attack PetAttackSTR=1
; What key on quickbar you want for Pet Backoff PetBackOffSTR=1
; What key on quickbar you want for Pet Guard Me PetGuardMeSTR=1
; What key on quickbar you want for Pet Guard Yourself PetGuardYouSTR=1
; Quick bar where you put your pet commands PetQBar=1
; What key on quickbar you want for your spell to summon pet PetSummonSTR=1
; Emergency action QB and Key, you can use Emergency to cast Evac, feign death etc. EmergencyQB=~ EmergencyKEY=~
[FightingVariables] ; ==================================================== ; =Fighting Variables =============================== ; ==================================================== ; These are other Variables you need to configure based on how you want to fight
; Do we hunt or not Hunting=FALSE
; Do you fight Back if you are in BUFFBOT mode if you are attacked ; By default, you will always fight back if you are in offensive mode FightBack=TRUE
; Number of time it will loop in targetmonster, if you want to harvest do not put a number above 2-3 ; If you dont harvest then you can put a very high number TargetLoopTime=2
; Se to true if you wanna turn while targetting for monster TurnForTarget=TRUE
; Number of Hours until the game auto quits & Logs out - 0 mean unlimited QuitTimer=0
; 0-100 - how much % health you want to have before you begin a battle. ; You will stay in Recover mode until you hit this % ; If you have problems reading the health, set to 0 to keep the script running until you figure out the problem PercentHealth=100
; 0-100 - how much % power you want to have before you begin a battle. PercentPower=80
; 0-100 - how much % power your GROUP needs to all have before you begin a battle. GroupPercentPower=80
; 0-100 - how much % health you want your pet to have before you begin a battle. ; You will stay in Recover mode until you pet hit this % ; If you have problems reading the health, set to 0 to keep the script running until you figure out the problem PetHealth=90
; Separate with commas, no spaces between entries ; These are the ONLY people who you will respond to for commands ; The name IS case sensitive, so match it exactly or the target will not work ValidMasters=********
; Separate with commas, no spaces between entries ; Used to SEARCH for any mobs - not fully implemented yet SearchForNames=~
; Log out when you die ; If this option is set to TRUE, if you die, you will log out ; If set to FALSE, when you die, the script will end, but you won't log out. LogOutWhenYouDie=FALSE
; Number of minutes to wait before logging off if nothing happend, buffbot only IdleTimer=30
; Log out if you ask for ress and didnt get one in 10 minutes LogOutIfNotRess=FALSE
; Ressurection setup, RessMaxTime is the number of time you can be ress in a session RessMeIfDie=FALSE RessMaxTime=5
; Leader ; The name IS case sensitive, so match it exactly or the target will not work ValidLeader=******
; Follower ; The name IS case sensitive, so match it exactly or the target will not work ValidFollowers=~
; Do you want the buffbot to folow the leader when script start. FollowLeaderAtStart=TRUE
; ================================================================================================ ; ================================================================================================ ; = The commands from here to the end are for OFFENSIVE bot only ; ================================================================================================ ; ================================================================================================
; Used to determine how close you need to be before you start combat. Depends on what you are using in ; InitialCombatSequence and what the range is. Might need some experimentation to get it right. ; If the bot keeps stopping too far away to engage, make this smaller. ; If you set it to 0, it will run right up to a mob before attacking (thought if the mob is aggro, it will ; jump you first and the bot will stop then and there and start fighting) MaxTargettingDistance=30
; Used to pull mobs back to a safe spot. Right now, the safe spot is defined as your starting loc when you ; start the script. The way it works is the bot will find a mob to fight, go after it, do your InitialCombatSequence ; first item only, turn and run back to safe spot and fight. ; If you turn this option on and the InitialCombatSequence isn’t set, it will ignore the option as you have no set pulling mechanism. ; Good in tough areas where you don't want to dig ; youself in too deep fighting. ; If RandomRunMode below is set to SAMESPOT, this is ignored PullToSafeSpot=FALSE
; How many kills (it takes +/- 20 %) before we pause for a few mins to look like a real person taking a break? ; Default of 25 is a good number, but up to you! ; Not used for BUFFBOT PauseAfterThisManyKills=50
; RandomRunMode: SAMESPOT, ROAMAROUND, CLOSESTSCON ; If SAMESPOT, just fight in the same place - good for camps ; If ROAMAROUND, then it will fight in the area define by RandomRunRange but will not come back ; to start point after killing. ; If CLOSESTSCON, then it will go towards the closests monster if you have it set to fight them ; Not used for BUFFBOT RandomRunMode=SAMESPOT
; *** Big chagne from all version before v2.6 *** ; Set in LOC POINTS now - was the only thing in seconds with distance, so made it consistent with everything ; When RandomRunMode=RANDOMPOINTS or CLOSESTCON, this sets the maximum radius you want to run around ; Imagine a circle drawn around you with the radius how far you can run, that is your ; hunting ground. When monsters are spread out, I set this to a high number (maybe 60). When things are ; packed in tight, or there or tougher cons that I don't want to engage, I set it lower (10-15) so my hunting ; circle stays tight. ; When RandomRunMode=RANDOMSQUARE, this sets the size of the square (not used much) - this is a test mode anyway ; Other modes it is just ignored ; Not used for BUFFBOT RandomRunRange=0
; Do we stafe when we cant see monster DoWeStrafe=TRUE
; Do you use a pet HavePet=FALSE
; Do we pull with our pet PullWithPet=FALSE
; Type of pull for pet ; Type are PETPULLWAIT, pull pet after TypePetPullSTR sec ; PETPULLMOBHEALTH, pull pet when mob health is below TypePetPullSTR ; PETPULLPETHEALTH, pull pet when pet health is below TypePetPullSTR
TypePetPull=PETPULLMOBHEALTH
TypePetPullSTR=99
; Do you want to fight non aggro monsters? FightNonAggro=FALSE
; Do we fight named monster FightNamed=FALSE
; Do you want the buffbot to move closer to target to engage in hand-to-hand combat BuffbotMoveToTarget=TRUE
; Number of SECONDS used as a BASE number for when you stop at each CHECKPOINT (no matter the mode) and ; look for a con using the target closet key. If you don't set it or set it to zero, it will do 2-8 seconds ; at each location. If you set it to 1, it will do 1. If you set it to > 1, then it will do the number +- 50% ; For CLOSESTSCON - 5-8 is a good setting. For SAMESPOT - 8-15 is a good setting. ; Not used for BUFFBOT LookForMonsterTime=5
; When you reach your loot weight limit (ie. you are being encumbered) stop looting if set to TRUE. ; If set to FALSE, will loot until all slots are full and stacks are full... and you might not be able to move! ; Not used for BUFFBOT StopLootingWhenFull=FALSE
; set to true if you want to loot monster LootMonster=FALSE
; set to true if you want to loot chest LootChest=FALSE
; Set to true if you want the buffbot to hit the ENTER key every 30 seconds when not in combat to participate in lotto. LottoEnter=FALSE
; You do not need to put anything in this list, the script will create and update the INI as it finds ; objects that are not attackable. The purpose it to keep the bot from trying to "consider" these objects each ; time it targets them - since the bot can see the name, it will compare and just quickly skip them. ; It is also used in the retrieval of valid mob targets - sometimes things come up that are not attackable, but have ; a level that fits into your fighting range, but comparing to this list, they will not be a valid target the bot ; will try to run to NonAttackableObjects=a Bit of Flotsam
; List of mob you dont want to fight. IgnoreMobList=~
; Use emergency action when you reach this health or below EmergencyHealth=0
[FightMonsters] ; ==================================================== ; = Color Con Monsters to Fight & Herioc ops ========= ; ==================================================== ; Do we Fight this con? ; What level of Heroics do we fight ; 1 mean only fight normals or below (^ and below) ; 2 means fight (^^) ups or below ; 3 means fight (^^^) ups or below ; 4 means fight it all! ; Of course it is ignored if the FightCOLOR is set to FALSE
FightGray=FALSE FightGrayLevel=3
FightGreen=TRUE FightGreenLevel=4
FightBlue=TRUE FightBlueLevel=3
FightWhite=TRUE FightWhiteLevel=2
FightYellow=TRUE FightYellowLevel=1
FightOrange=TRUE FightOrangeLevel=1
FightRed=FALSE FightRedLevel=1
[SystemVars] ; ======================================================== ; = These are variable you usually won't need to = ; = change, if you do, follow the instructions for each = ; ========================================================
TurnFactor1=0.09 TurnFactor2=0.14 ComputerSpeed=MEDIUM
[Waypoints] ; ========================================================= ; = Variable to set for waypoint navigation = ; = Max number of waypoint is 500 = ; =========================================================
; NavigationType ; ; NAVLOOP At last waypoint will go back to waypoint 1, ex: 1 2 3 4 1 2 3 4 ; NAVSTOP Will stop at last waypoint ; NAVCOMEBACK At last waypoint will come back backward, ex: 1 2 3 4 3 2 1 2 3 4 etc.
NavigationType=NAVLOOP
NumberOfWaypoints=3
; Waypoint locx, locy, facing angle, time to stay there, max harvesting range waypoint1=-386,145,0,5,50 waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
waypoint2=-360,196,0,5,50 waypoint3=-364,300,0,5,50
ParkBuffbot=TRUE
[Harvest] ; ========================================================= ; = Variable to set for harvesting = ; = = ; =========================================================
Harvest=FALSE
;Harvest quickbar HarvestQB=5
;Range to harvest if you dont use waypoint RangeToHarvest=50
; Maimum number of try per node MaxHarvestPerNode=6
; Range to check if Player near ressource RangeToCheckPC=15
[Ressources] ; Do you want to harvest that ressource True/False, key on hotbar for harvesting this ressource ORE=TRUE,3 STONE=TRUE,3 COLLECT=TRUE,6 WOOD=TRUE,2 DEN=TRUE,4 ROOTS=TRUE,1 SHRUB=TRUE,1 FUNGI=TRUE,1 FISH=FALSE,5 MISC=TRUE,1
[RessourcesName] COLLECT=?,! FUNGI=natural herb garden,high plains fungi ORE=blemished ore,stonecrest ore,cloven ore FISH=array of fish,mob of fish ROOTS=damp roots,mesquite catch weed,sun bleached roots,desert roots DEN=creature den,beast den,critter den SHRUB=natural garden,high plains shrubbery,parched shrubbery,oasis shrubbery WOOD=aged arbor,felled high plains arbor,arid timber STONE=unearthed stones,wind swept stones,wind swept rock MISC=withered bones
[Test] TestSTR=~
[Hotkeys] LoadHotKeys=FALSE HotKeysLoadFile=hotkeysfile
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Posted: May 24th, 2006, 10:18 am
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jamiealtseimer
jamiealtseimer's Reps:
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Time out Error downloading EQ2UltraBot_v31c same as with EQ2Mega_Bot_Release_2.8_103005.zip Other releases of these programs download fine as well as everything else off the site and others. Not sure if other people are having the same download error if anyone can post if they can download these 2 programs fine that would be awsome. I tryed download with the default IE downloader and they only got to about 24% before time out error. I installed in DAP8 Pro and it just keeps getting to about 64-99% before times out with same error and it supports resume but says that the download site doesn't. Then i installed some crappy || Internet download manager || was some freeware i grabbed to check this out and i download the ultra bot and maga bot on about the 30th-50th try ..... It would give the same timeout error and say resume is not supported so it would just restart and restart i also got the error once that something doesn't support the ||Internet download Manger|| I think it said either the site or the donwload type wouldn't anyways. 2 days laterz and about 100+ clicks they did work so not sure just letting u know cuz i dont really want the same problems in the future any info on this subject would be awsome. As of right now May24th at noon after i got them both now i still get the same error lol it sucks. And the times i got download to work was a fresh click on the download it didn't work well just resuming or i wouln't have had a problem =)
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